Interactive objects for immersive environment

ABSTRACT

Embodiments provide a system that includes a first interactive device and control logic configured to perform an operation. The operation includes receiving historical data describing historical interactions between a user and one or more interactive devices. Additionally, the operation includes configuring the first interactive device with one or more interactive events. Each interactive event includes a respective (i) stimulus event and (ii) an action to perform responsive to an occurrence of the stimulus event, and at least one of the one or more interactive events is based on the received historical data. Responsive to detecting an occurrence of a first one of the one or more stimulus events, the operation includes causing the first interactive device to perform the corresponding action. The operation also includes updating the first interactive device with a second one or more interactive events.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims benefit of U.S. provisional patent applicationSer. No. 61/709,969, filed Oct. 4, 2012, which is herein incorporated byreference in its entirety.

BACKGROUND

1. Field of the Invention

The present disclosure generally relates to home entertainment, and morespecifically to techniques for providing an immersive environment usinginteractive objects.

2. Description of the Related Art

Computer graphics technology has come a long way since video games werefirst developed. Relatively inexpensive 3D graphics engines now providenearly photo-realistic interactive game play on hand-held video game,home video game and personal computer hardware platforms costing only afew hundred dollars. These video game systems typically include ahand-held controller, game controller, or, in the case of a hand-heldvideo game platform, an integrated controller. A user or player uses thecontroller to send commands or other instructions to the video gamesystem to control a video game or other simulation being played. Forexample, the controller may be provided with a manipulator (e.g., ajoystick) and buttons operated by the user.

While video games may allow the user to interact directly with the videogame system, such interactions primarily influence the graphicaldepiction shown on the video game device (or on a connected display),and rarely influence any other objects outside of the virtual world.That is, a user may specify an input to the video game system,indicating that the user's avatar should perform a jump action, and inresponse the video game system could display the user's avatar jumping.However, such interactions are typically limited to the virtual world,and any interactions outside the virtual world are limited (e.g., ahand-held gaming device could vibrate when certain actions occur).

Additionally, many hand-held gaming devices include some form of cameradevice which may be used to capture an image or a series of images of aphysical, real-world scene. The captured images can then be displayed,for instance, on a display of the hand-held gaming device. Certaindevices may be configured to insert virtual objects into the capturedimages before the images are displayed. Additionally, other devices orapplications may enable users to draw or paint particular within acaptured image of a physical scene. However, as such alterations applyonly to a single image of the physical scene, subsequent captured imagesof the physical scene from different perspectives may not incorporatethe user's alterations.

SUMMARY

One embodiment provides a system that includes a first interactivedevice and control logic configured to perform an operation. Theoperation includes receiving historical data describing historicalinteractions between a user and one or more interactive devices.Additionally, the operation includes configuring the first interactivedevice with one or more interactive events. Each interactive eventincludes a respective (i) stimulus event and (ii) an action to performresponsive to an occurrence of the stimulus event, and at least one ofthe one or more interactive events is based on the received historicaldata. Responsive to detecting an occurrence of a first one of the one ormore stimulus events, the operation includes causing the firstinteractive device to perform the corresponding action. The operationalso includes updating the first interactive device with a second one ormore interactive events.

Another embodiment provides a method that includes monitoring a positionof a physical object to detect when the physical object reaches apredefined location within a physical environment, where the physicalobject is moving in a first direction and at a first speed within thephysical environment. The method further includes, upon detecting thephysical object has reached the predefined location, causing a virtualdepiction of the physical object to appear within a virtual world, suchthat the virtual depiction of the physical object is moving in the firstdirection and at the first speed within the virtual world.

Still another embodiment provides a method that includes monitoring aposition of a virtual object to detect when the virtual object reaches apredefined location within a virtual world, where the virtual object ismoving in a first direction and at a first speed within the virtualworld. The method also includes, upon detecting the virtual object hasreached the predefined location, causing a physical object to beginmoving in the first direction and at the first speed within a physicalenvironment.

Yet another embodiment provides an apparatus that includes an enclosurehaving a one-way mirrored portion, the one-way mirrored portioncomprising an exterior side that is mirrored and an interior side thatis transparent. The apparatus further includes a display device disposedwithin the enclosure, the display device having a viewable portionconfigured to exhibit an image that is visible through the one-waymirror portion. Additionally, the apparatus includes a speaker devicedisposed within the enclosure and a camera sensor configured to capturean image and to convert the captured image into an electronic signal.The apparatus further includes a microphone device configured to captureaudio and to convert the captured audio into audio data and a networkadapter configured to receive and transmit network data. Moreover, theapparatus includes encoder logic configured to encode images capturedfrom the camera sensor into video data, to encode the audio datacaptured from the microphone device, and to transmit the video data andthe encoded audio data using the network adapter for display on a remotedevice; and decoder logic configured to decode audio data and video datareceived from the remote device over the network adapter, where thedecoded video data is output for display using the display device andwhere the decoded audio data is audibly output using the speaker device.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the above recited aspects are attained andcan be understood in detail, a more particular description ofembodiments of the invention, briefly summarized above, may be had byreference to the appended drawings.

It is to be noted, however, that the appended drawings illustrate onlytypical embodiments of this invention and are therefore not to beconsidered limiting of its scope, for the invention may admit to otherequally effective embodiments.

FIG. 1 is a block diagram illustrating a storytelling environmentincluding a plurality of storytelling devices, according to oneembodiment described herein.

FIG. 2 is a screenshot illustrating a toy car interactive deviceinteracting with a sleeping user, according to one embodiment describedherein.

FIG. 3 is a screenshot illustrating the toy car interactive deviceinteracting with a user, according to one embodiment described herein.

FIG. 4 is a screenshot illustrating a fairy interactive deviceinteracting with a user, according to one embodiment described herein.

FIG. 5 is a screenshot illustrating the fairy interactive deviceinteracting with a user and an augmented reality device, according toone embodiment described herein.

FIG. 6 is a screenshot illustrating the music box interactive deviceinteracting with a virtual key, according to one embodiment describedherein.

FIG. 7 is a screenshot illustrating the toy car interactive deviceinteracting with a user, according to one embodiment described herein.

FIG. 8 is a screenshot illustrating a projection from an interactivedevice, according to one embodiment described herein.

FIG. 9 is a block diagram illustrating a controller device, according toone embodiment described herein.

FIG. 10 is a block diagram illustrating an interactive object, accordingto one embodiment described herein.

FIG. 11 illustrates a user interacting with a magic mirror device,according to one embodiment described herein.

FIG. 12 illustrates a side view of a magic mirror device, according toone embodiment described herein.

FIG. 13 illustrates a front view of a magic mirror device, according toone embodiment described herein.

FIGS. 14A-C illustrate magic mirror devices, according to embodimentsdescribed herein.

FIG. 15 is a block diagram illustrating a magic mirror device, accordingto one embodiment described herein.

FIG. 16 illustrates a physical racetrack system, according to oneembodiment described herein.

FIG. 17 illustrates a physical racetrack system interacting with avirtual racetrack depicting a remote user, according to one embodimentdescribed herein.

FIG. 18 illustrates a physical racetrack system interacting with avirtual racetrack, according to one embodiment described herein.

FIG. 19 illustrates a screenshot of a third person view of the virtualracetrack, according to one embodiment described herein.

FIG. 20 illustrates a tunnel device, according to one embodimentdescribed herein.

FIG. 21 is a flow diagram illustrating a method of simulating aphysical-to-virtual interaction, according to one embodiment describedherein.

FIG. 22 is a flow diagram illustrating a method of simulating avirtual-to-physical interaction, according to one embodiment describedherein.

DETAILED DESCRIPTION

Embodiments generally provide immersive experiences for users usinginteractive objects. Interactive objects may be stateful objects capableof reacting in a contextually appropriate manner to user actions andreal world scenarios. As used herein, an interactive object may bereferred to as a “storytelling object” or a “storytelling device”, whenthe interactive object is participating in a storytelling experience.Such interactive objects may maintain data on their currentsurroundings, including what room (or type of room) they are in (e.g.,bedroom, living room, etc.), which users are in the immediate area,which other objects (interactive or otherwise) are in the immediatearea, characteristics of their current environment (e.g., are the lightson or off, is music playing, etc.) and so on. Interactive objects mayalso maintain historical data characterizing previous interactions withusers and other objects. Such historical data may relate to userpreferences, interactions with a specific user, interactions with otherinteractive objects, user behavior and so on.

The interactive objects may then use this data to perform contextuallyappropriate actions. For example, assume that a young child is playingwith an interactive toy car object. Upon determining that music isplaying loudly in the current environment and that the time is currently9:00 pm, the interactive toy car could speak (e.g., using one or morespeakers and a text-to-speech synthesizer) and suggest that the childturn the volume of the music down because it's time to get ready forbed. As another example, the interactive toy car could maintain userpreferences data, based on previous interactions with the user. Forinstance, assume that the toy car, in carrying a conversation with thechild, asked the child what his favorite food is and the boy replied “Ilove lasagna!” In a subsequent conversation with the child a few weekslater, the toy car could detect the child's mother calling the boy tocome eat dinner.

Based on the historical preference data, the toy car could then commentto the child “I sure hope we are having lasagna tonight!”

Additionally, the interactive objects may interact with otherinteractive objects to provide an immersive experience for the user. Forexample, assume that the child has purchased two interactive toy cars,based on the Pixar® movie Cars®: a

Mater car and a McQueen car. Each of the toy cars could be configured tomaintain historical data as well as environmental data, and couldperform contextually appropriate actions based on the data. In oneembodiment, the cars could collect data and report the data back to acontroller component. The controller component could then direct theactions of the toy cars in a contextually appropriate manner.

Throughout their interactions with the user, the toy cars could usevarious techniques to learn the various rooms of the house, and coulduse this historical data to maintain an approximate floor print of thehouse. For instance, the cars could track their positions within thehouse using GPS coordinates. Additionally, the cars could useenvironmental characteristics to determine what type of room they arein. As an example, a toy car could be configured with a microphone andupon detecting the sound of running water within a particular room(e.g., the sound of someone drawing a bath), the toy car could determinethat the particular room is a bathroom. As another example, the toy carcould be configured with one or more cameras, and upon determining thatan image taken of a certain room contains a bed, the toy car coulddetermine that the room is a bedroom. As yet another example, aninteractive object could determine the type of a particular room basedon interactions with the user. For instance, the toy car could followthe child as he walks into the den, and could ask the child “Wow, what'sthis room for?” If the child then replies “This is my father's readingroom,” the toy car could store this data for use in subsequentinteractions with the user.

The cars could then use this environmental map data in performingcontextually appropriate actions. For instance, assume that the child'smother comes into his room while the child is playing with the two toycars, and says “Billy, it's almost time for dinner. Mater, McQueen, makesure he washes his hands before dinner!” Upon detecting the mother'sinstructions, the toy cars (and/or the controller) could determine theircurrent location within the house (e.g., using GPS data and historicalmap data determined from previous interactions). For instance, the toycars could determine that they are currently located in Billy's bedroom,and could access the maintained historical location data describingtheir previous locations within the house to identify the nearestbathroom. The McQueen car could then say (e.g., using one or morespeakers on the toy car and a text-to-speech synthesizer), in a voiceconsistent with the McQueen character in the movie Cars®, “Come on,Billy, let's go!” and could race off towards the bathroom. The Mater carcould then say “Dadgummit, slow down McQueen, no racin' in thehallways!” and could drive alongside Billy as they make their way to thebathroom. In the bathroom, as Billy washes his hands, Mater could tell astory about the last time he got a car wash.

When the cars determine that Billy has finished washing his hands (e.g.,using a microphone to detect when the sound of running water ceases),the cars could again use their map data to determine a path to thedining room. Again, the McQueen car could race off towards the diningroom, despite protests from Mater car about racing in the hallways. Thetoy cars could have additional interactions with one another on the wayto the dining room. For instance, in his haste to get to the diningroom, the McQueen car could “crash” into the wall in the hallway. TheMcQueen car could then say “Ouch, that hurt!” and could receive alecture from the Mater car about how it's unsafe to race in thehallways. These interactions could continue until the cars and Billyarrive in the dining room.

In one embodiment, the interactive objects may be configured to interactwith non-interactive objects. Such non-interactive objects could becompletely passive objects (e.g., a bed) or could be data collectingobjects. As an example, the

Mater toy car could detect when Billy lays down upon his bed (e.g.,using one or more cameras in the toy car and/or deployed within theroom). The Mater car could then say to Billy, “Hey, Billy, could youhelp me up there? That's too high for me to jump!” As another example,Billy could purchase a Cars® toothbrush which is configured to collectdata for use by the interactive objects. For instance, the toothbrushcould communicate with a controller using Bluetooth® communications toreport usage data. The controller could then use this usage data todetermine when the child typically brushes his teeth (e.g., the time(s)of day) and how long he brushes for. The controller could then use thisdata to control the actions of the interactive objects.

For instance, assume that the controller determines, based on thecollected usage data, that Billy brushes his teeth every night atapproximately 9:00 pm. On the next night, at 8:59 pm, the controllercould determine that Billy is currently playing a Cars® video game, andcould instruct the McQueen toy car to say to Billy, “Hey Billy, let'spause the game—it's time to brush your teeth!”. The McQueen car couldthen begin moving towards the bathroom, encouraging Billy to follow him.

In addition to speech and movement, the appearance of the interactiveobjects may change depending on their context. For instance, continuingthe above example, when the controller determines it's time for Billy tobrush his teeth, the controller could instruct the Mater car to changethe appearance of its buckteeth to a yellowish color. For instance, thebuckteeth on the toy car could include a yellow light and a white light,and the yellow light could illuminate to give the teeth a yellowishappearance. As another example, each tooth could include an LCD displaythat changes from a pristine white tooth to a yellowish, dirty toothresponsive to the controller's instruction.

In this example, the Mater car could say “Hey Billy, after you brushyour tooth, could you help me out here?” A special car toothbrush objectcould be provided (e.g., purchased separately or included with the toycar), and when the child moves the car toothbrush over Mater'sbuckteeth, the appearance of the teeth could change from the yellowishcolor back to a pristine white color (e.g., a yellow light could bedeactivated within the teeth, a white light could be activated insidethe teeth instead of the yellow light, the LCD display could turn off ordisplay a white tooth, etc.). In one embodiment, the Mater car couldinstruct Billy to finish brushing his teeth first, before he cleansMater's teeth. For instance, the Mater car (and/or the controller) couldreceive data from Billy's data-reporting toothbrush and could determinewhen Billy finishes brushing his teeth. In one embodiment, the Mater carcould ensure that Billy brushes his teeth for a minimum amount of time,before allowing the child to clean up Mater's teeth.

In the following text, a first section describes how interactive objectscan relate to a storytelling experience. Additionally, a followingsection then describes examples of particular interactive objects withinand outside of a storytelling experience. The present disclosure alsodiscusses a particular embodiment of an interactive object (i.e., amagic mirror interactive object), as well as techniques for managingvirtual and physical world interactions.

Storytelling Devices

Additionally, embodiments provide techniques for creating an immersiveenvironment using one or more storytelling devices. More specifically,embodiments may use various storytelling devices, each capable ofproducing some auditory and/or visual effect, to create an immersive andinteractive experience for a user. To this end, the magic mirror devicecould participate in a storytelling experience, as one of thestorytelling devices.

More generally, an example of a storytelling environment can be seen inFIG. 1, which is a block diagram illustrating a storytelling environmentincluding a plurality of storytelling devices. The system 100 includes aplurality of storytelling devices 110 _(1-N) and a controller 120,interconnected via a network 130. Here, each of the storytelling devices110 _(1-N) generally represent any device that is capable of making acontribution to a storytelling experience, responsive to some form ofstimulus and a current context of a story. For instance, the controllerdevice 120 could configure each of the storytelling devices 110 _(1-N)with stimulus and response information, based on a current context of astory. As an example, the controller device 120 could configure aparticular storytelling device to take a certain audiovisual actionresponsive to a certain stimulus event (e.g., a user performing aparticular action), and to perform another audiovisual action responsiveto another stimulus event (e.g., the user not performing the particularaction within a predefined window of time).

When a user indicates that he wishes to begin the immersive storytellingexperience for a particular story, the controller device 120 coulddetect all the storytelling devices 110 _(1-N) available in the user'sphysical environment (e.g., in the room of the user's house where theuser is currently standing). Additionally, the controller device 120could determine which of the available storytelling devices 110 _(1-N)are compatible with the particular story. Once the compatiblestorytelling devices 110 _(1-N) are identified, the controller device120 could initiate the immersive storytelling experience for the user,using the identified storytelling devices 110 _(1-N).

As mentioned above, the controller device 120 could configure each ofthe storytelling devices 110 _(1-N) to perform certain actions inresponse to a detected stimulus event and a current context of the storybeing told. Here, the story may include a number of different contextsin a temporal order, and the playback of the story may advance from onecontext to the next until the last context is reached and thestorytelling experience is complete. However, while the story may belinear in progression, this is not necessarily the case. For example,one embodiment provides a story having one or more branches, where thestory can proceed down one of a plurality of different arcs. Forinstance, one of the arcs could be selected based on a selectionalgorithm (e.g., randomly selecting one of the arcs), a user's request(e.g., the user specifying which arc should be taken), the user'sactions (e.g., the user manages to “rescue” one of the fictionalcharacters in the story), the user's history of actions (e.g., whetherthe user is trending towards the “dark side” in a Star Wars® storyline),and so on. Moreover, the story may be modified dynamically duringplayback based on various actions, such as one of the storytellingdevices becoming unavailable (e.g., losing power, leaving the physicalenvironment, etc.) or a new storytelling device being introduced to theenvironment (e.g., the user's friend comes over to play, bringing one ormore new storytelling devices with him).

For example, a storytelling device could be in the shape of a magiclamp, and the stimulus event could be a user action within a physicalenvironment in which the storytelling device is located (e.g., a userrubbing a surface of the magic lamp device). As another example, thestimulus event could be an action performed by another one of thestorytelling devices. To perform the action(s) responsive to thedetected stimulus event, the magic lamp device could be configured toproject (i.e., using one or more projectors within the lamp or otherwisepresent within the physical environment) a depiction of a genie abovethe lamp. For instance, the depiction could be a virtual or real imageprojection that creates the appearance (or illusion) of a real orholographic image existing in and interacting with the physical world.Additionally, the magic lamp device could include an auditory device(s)(e.g., a speaker, resonant cavities, etc.) capable of playing sounds.For instance, the magic lamp device could use the auditory device(s) toplay sounds synchronized with the projection of the genie depicting thegenie's voice.

As part of the storytelling experience, the storytelling devices 110_(1-N) may appear to interact with one another and the user, usingvarious input/output components. Continuing the above example of a magiclamp device, the device could be configured with a vibration mechanism(e.g., a gear coupled to an off-center weight), such that the magic lampcould appear to shake while the genie is “locked” inside the lamp. Thelamp could also include a touch-sensitive surface that could be used todetect when the user rubs on the lamp. As an example, the lamp couldappear to shake and rattle on the table, and could play sound effectsdepicting the genie asking the user to “Let me out of here!” The lampcould then detect when the user rubs on the side of the lamp with theuser's hand (i.e., an occurrence of a stimulus event) and, in response,could project the holographic depiction of the genie above the lamp. Theholographic genie projection could then thank the user for freeing himfrom the lamp (i.e., an action performed responsive to the occurrence ofthe stimulus event), and the story could continue.

Throughout the storytelling experience, portions of the story mayrequire some action by the user before the story will continue. As anexample, the storytelling device could require that the user find aparticular object (e.g., a magic talisman) before the story cancontinue. Such an object could be, for instance, a physical object thatwas previously hidden in the physical environment (e.g., by the user'sparent or guardian) or could be a virtual object seen with an augmentedreality device. The storytelling device (or a controller device) coulddetermine the hidden object's real-world position within the physicalenvironment, for example, by receiving global positioning system (GPS)corresponding to the hidden object (e.g., determined by and receiveddirectly from the hidden object itself, received from a controllerdevice, etc.)

and by determining GPS coordinates associated with the storytellingdevice. The storytelling device (or a controller device) could then usethe two sets of GPS coordinates to determine the hidden object'sposition relative to the storytelling device. The storytelling device(or a controller device) could further determine the user's positionrelative to the storytelling device (e.g., using GPS coordinatesassociated with the user, based on images captured using one or morecameras of the storytelling device, etc.), and from these two relativepositions, could determine the hidden object's position relative to theuser. As the user gets closer to the object, the storytelling device (ora controller device) could monitor the user's position and provideguidance to help the user find the object. For instance, as the usergets closer to the object, the storytelling device could inform the userthat the user is getting “hotter”, and as the user gets further from theobject, the storytelling device could inform the user that he is getting“colder.”

In one embodiment, the user may be given a choice between multipledifferent actions, and the action the user chooses may influence theoutcome of the story. That is, depending on which action the userchooses, the controller device 120 could configure the storytellingdevices 110 _(1-N) differently, based on a corresponding storyline arcof the story. In such an example, when advancing from one context of thestory to the next, the controller device 120 could select one of aplurality of next contexts to advance to, based on the stimulus eventdetected. For instance, once the user finds the magic talisman, thegenie could inform the user that the power of the talisman may be usedto stop an evil plan of the story's antagonist, or that the talismancould be destroyed in order to stop the antagonist's plot. The user maythen inform the genie (e.g., with a verbal statement detected with oneor more microphones) of the user's choice, and the controller 120 couldadvance the story a next context corresponding to the user's choice andcould configure the storytelling devices 110 _(1-N) accordingly,allowing the remainder of the story to play out differently depending onthe path chosen by the user.

Generally, the storytelling devices 110 _(1-N) can interact visuallywith the user as part of the storytelling experience. For instance,using the example above of a magic lamp storytelling device,storytelling device could track the user's position (e.g., using one ormore boresighted cameras within the device—i.e., a camera configured toview the area that a projector is configured to project onto) and couldproject the depiction of the genie (e.g., using image projectiontechniques creating the appearance of real or holographic images withinthe real world) such that the genie appears to follow the user aroundthe room as the user searches for the magic talisman. The storytellingdevice could also use the user's position to cause the projected genieto face the user when speaking to the user, helping to enhance therealism of the storytelling experience. The genie could be rendered asexasperated or frustrated when the user gets further away from thehidden talisman, and could be rendered as encouraging or cheering theuser on as the user gets closer to the talisman.

In one embodiment, one of the storytelling devices 110 _(1-N) isconfigured with an audio device(s) capable of localized sound (i.e.,sound that appears to emit from the storytelling device), non-localizedsound (i.e., sound where it is difficult to determine the inputdirection), or both. Generally speaking, localized sound may come fromspeakers producing mid- and high-range frequencies, while non-localizedsound may come from speakers producing low-range frequencies. Moregenerally, it is broadly contemplated that any techniques, known orunknown, for producing localized sound and/or non-localized sound may beused consistent with the present disclosure.

Embodiments may use localized sound and non-localized sound (e.g.,sounds of different frequencies) to create particular effects in theimmersive storytelling environment. For instance, while the genie is“locked” in the lamp, the lamp device could project sound depicting thegenie's voice using localized sound, so that the genie's voice appearsto be coming from the lamp. On the other hand, when the user is invokingthe power of the magic talisman, the lamp could project sound effectsfor the talisman using non-localized sound, so that the sound effectsappear to be coming from all around the user. Advantageously, byaltering the perceived location of the sound source, embodiments maycreate a more immersive and enhanced storytelling experience.

The storytelling device could then use the image and voice/soundrecognition features to provide personalized, context-awarestorytelling. Additionally, such recognition features can greatlysimplify the user's task of setting up and maintaining the storytellingsystem. Such setup automation could be used to effectively render thesetup of a complex, multi-element storytelling environment fun andsimple for the user. For example, image recognition technology could beused in conjunction with geolocation systems to automatically tell thestorytelling device to tailor the story content to a child's bedroom(e.g., versus the family room), obviating the need for a user tomanually tell the storytelling device where it is located and what otherstorytelling devices are in the immediate environment.

Additionally, as discussed above, the storytelling devices 110 _(1-N)may interact with one another in creating the immersive storytellingexperience. For instance, the storytelling device 110 ₁ could be amechanized stuffed animal (e.g., a monkey) capable of performinggestures and other movements (as well as auditory expressions) inresponse to particular stimuli. For instance, the mechanized monkeystuffed animal 110 ₁ could be capable of walking around using its legs(and potentially its arms as well), and could be capable of moving itsarms, legs, head and torso in various ways, giving the appearance ofvarious gestures and facial expressions. In the present example, themechanized monkey device 110 ₁ could track the user's movement aroundthe physical environment (e.g., using one or more cameras) and couldfollow the user around the room as the user searches for the magictalisman. In doing so, the device 110 ₁ and/or the controller device 120could track the device's 110 ₁ position as well as the position of themagic talisman device. The monkey stuffed animal 110 ₁ could also beconfigured to perform actions responsive to detecting an occurrence of astimulus event, in order to give hints to the user (e.g., upon detectingthat the user has been searching for the hidden object for longer than athreshold amount of time). For instance, if after 20 seconds the userhas not found the hidden talisman, the monkey stuffed animal 110 ₁ couldbegin jumping up and down, pointing in the direction of the hiddentalisman, and making noises to attract the attention of the user.

Generally, it is broadly contemplated that a storytelling device mayreact differently to a given stimulus event, based on a current contextof the story, and the controller 120 may configure the storytellingdevices 110 _(1-N) to recognize different stimulus events and to performdifferent actions in response, as the story plays out. For instance, inthe above example, the monkey stuffed animal device could be configuredto react in fear of the genie when the genie first appears (i.e., afirst stimulus event at a first context within the story). However, at alater point in the story where the genie comes to the user's aid, themonkey device could be configured to react gratefully (i.e., a secondstimulus event at a second context within the story). As anotherexample, the magic lamp storytelling device (e.g., the storytellingdevice 110 ₂) could be configured to react in a particular way when theuser first rubs the lamp (e.g., by displaying a holographic image of thegenie appearing above the lamp), but could react in a different way (ornot at all) in a different part of the story. Advantageously, doing soallows the storytelling devices to react in a realistic and expectedfashion, depending on a current context of the story.

The controller 120 generally contains logic for managing thestorytelling experience. This may include, for instance, managing theactions of the various storytelling devices 110 _(1-N) and coordinatinghow the storytelling devices 110 _(1-N) interact with one another andwith the user based on the current context of the story. For instance,the controller 120 could transmit, to each of the storytelling devices110 _(1-N), data defining the actions and corresponding stimuli that therespective device should use as part of the storytelling experience. Forinstance, such data may specify, without limitation, one or more framesto project, where to project such frames, auditory sounds to play, afrequency at which to play the sounds (e.g., localized versusnon-localized sound), and a movement action (e.g., walking, gesturing,vibrating, etc.). In such an embodiment, each storytelling devices 110_(1-N) could only contain data relating to its own individual actions,rather than the entirety of the story and the actions and stimuliinvolved in the story. The devices 110 _(1-N) could then perform thespecified actions in response to detecting the corresponding stimuli,thereby creating the immersive storytelling environment.

Generally, a variety of different stimuli (also referred to herein asstimulus events) may be used in accordance with embodiments describedherein. For instance, one stimuli could be a visual stimuli detectedusing one or more cameras within a storytelling device 110. As anexample, the storytelling device 110 could monitor a user's position asthe user walks around the room by capturing different images of the roomusing several different cameras positioned at different angles. Thestorytelling device 110 could then make contextually-appropriatecomments to the user, based on the user's determined position. Forinstance, as the user gets further away from a hidden object that thestorytelling device 110 knows the location of (e.g., based on acomparison between a GPS coordinates received from the hidden object andGPS coordinates determined for the storytelling device 110), thestorytelling device 110 could comment (e.g., by emitting sound from oneor more speakers) that the user is getting “colder” in his search forthe hidden object.

Another example of a stimulus is an action taken by another one of thestorytelling devices 110. For instance, when the user rubs the magiclamp device and the projection of the genie appears, the monkey stuffedanimal device could emit a frightened noise (e.g., “Eek!”) and couldcover its eyes with its hands. The occurrence of the action by the otherstorytelling device 110 could be conveyed in a number of ways. Forinstance, the monkey device could detect that the genie projection hasappeared, by analyzing images captured using one or more cameras.

As another example, the magic lamp device could be configured totransmit a signal to the monkey device, indicating that the genieprojection action has been performed. The monkey device could then reactto the genie's appearance, based on the received signal. As discussedabove, the action performed responsive to the detected stimulus eventmay depend on a current context of the story being told.

That is, while the monkey device may react in fright when the geniefirst appears (i.e., a first context within the story), the monkeydevice may react in relief later in the story when the genie comes tothe user's aid against the antagonist of the story (i.e., a secondcontext within the story).

In a particular embodiment, rather than transmitting a signal directlyto the other storytelling devices, the magic lamp device could transmitthe signal to the controller 120, and the controller 120 could determinewhich, if any, other storytelling devices 110 need to be made aware ofthe occurrence of the event. That is, a centralized model could beemployed where each storytelling device communicates with the controller120, rather than a peer-to-peer model in which each storytelling devicecommunicates directly with the other storytelling devices. For instance,the controller could maintain data specifying which storytelling devices110 are capable (in the context of a given story) of reacting to aparticular stimulus event. Upon receiving a signal indicating that aparticular action has been performed, the controller 120 could use suchdata to determine which device(s) should react to the event and informsthose device(s) of the occurrence of the event. In one embodiment, thecontroller 120 may select a subset of the devices capable of reacting tothe event, and may inform only the selected devices of the occurrence ofthe event. For example, if the controller 120 determines that sixdifferent storytelling devices 110 present in the physical environment(e.g., the user's room) are capable of reacting to the appearance of thegenie, the controller 120 may determine a subset of these devices toreact to the genie's appearance. Such a subset could be selected, forinstance, based on a priority value associated with each device's 110response action to the stimuli. In one embodiment, the devices 110 toreact to the stimuli are selected randomly (or pseudo-randomly).

The controller 120 may also determine, for each available device 110capable of reacting to the event, whether the device 110 should performthe entirety of its responsive actions in reacting to the event. Thatis, the controller 120 could specify that certain available devices 110should only perform a portion of their responsive actions, in responseto the detected stimuli. For instance, assume that the controller 120determines that there are six different storytelling devices 110 presentin the physical environment that are capable of reacting to theappearance of the genie, and that all six devices 110 have both anauditory and a physical reaction to the genie's appearance. Here, thecontroller 120 could select a sub-set of the devices 110 (e.g., only themonkey device) to react in an auditory fashion, but could determine thatall six of the devices 110 should perform their physical reaction to thegenie's appearance. Advantageously, doing so helps to ensure that allavailable storytelling devices 110 capable of doing so will react to thestimuli in some form, while making sure that the storytelling devices110 do not “talk over” each other, making each device's auditorycontribution difficult to understand.

Generally, the controller 120 may be implemented in a number ofdifferent ways. In one embodiment, the controller 120 resides within oneof the storytelling devices 110 _(1-N). One advantage to such anembodiment is that no additional setup on the user's part may berequired before the storytelling experience begins. That is, the usercould purchase the storytelling device containing the controller 120,and when the user activates the storytelling device (e.g., by poweringit on), the controller 120 could detect what other storytelling devices110 _(1-N) are present within the user's home (e.g., through wirelesscommunications) and could automatically adapt the storytellingexperience accordingly. However, from the user's experience, the usermerely powers the device containing the controller 120 on and the storybegins.

In a particular embodiment, the controller 120 comprises softwareexecutes on a computing device. For example, the user could download asoftware application on a personal computing device or tablet computingdevice that, when executed, serves as the controller 120. Such anembodiment may require the user to download or install a softwareapplication before beginning the storytelling experience.

However, one advantage to using software on a personal computer as thecontroller 120 is that the software application can take advantage ofthe processing power of the user's personal computer, thereby avoidingany additional cost of adding separate controller logic to one of thestorytelling devices 110 _(1-N).

Generally, the controller 120 may maintain data related to a multitudeof different stories. For each story, the controller 120 could maintaindata specifying a list of storytelling devices 110 that are compatiblewith the story, and may maintain a respective set of actions andcorresponding stimulus events for each compatible device. Additionally,some stories may include different branches, in which the story can playout in different ways depending on the choices a user makes and/or theactions the user takes.

For instance, the stories are provided to the controller 120 as they arereleased (e.g., the controller 120 could automatically download thenewly released stories from a remote website). In a particularembodiment, stories associated with a particular storytelling device maybe automatically unlocked when the user purchases and registers such astorytelling device with a content server. In one embodiment, thecontroller 120 is configured to download only stories that the user haspurchased.

For instance, the user could maintain an account with the remote storyserver (e.g., a website). If the user selects a given story forplayback, the controller 120 could query the remote website to determinewhether the user has already purchased the selected story, based on theuser's account with the website. If the user has already purchased thestory, the controller 120 could begin interactively telling the storyusing the available storytelling devices. If the user has not yetpurchased the story, the controller 120 could prompt the user as towhether the user wishes to purchase the story.

In one embodiment, the controller 120 is configured to automaticallypurchase the story on the user's behalf when the user selects a story hehas not yet purchased. In a particular embodiment, the stories areprovided to the user using a subscription model. That is, the user couldperiodically pay a subscription fee (e.g., monthly) and new storiescould be periodically released on the remote website. So long as theuser's subscription is paid, the controller 120 could automaticallydownload the new stories from the remote website, so that the newstories are ready for playback when the user next wishes to use thestorytelling device(s).

In one embodiment, users may purchase alternate actions, behaviorsand/or dialogue options for their storytelling devices. Generally, it iscompleted that any content associated with the storytelling experiencemay be locked or unlocked in various ways and for various reasons,consistent with the functionality herein. For instance, content (e.g.,stories, behaviors, dialogue, etc.) may be unlocked based on the user'sprevious actions in the storytelling environment. For instance, in aStar Wars® themed storytelling environment, the controller 120 couldunlock various Sith-themed stories if the user is trending towards the“dark side”, based on the user's past actions in previously playedstories.

More generally, it is contemplated that any revenue model, known orunknown, may be employed in the distribution of stories. Exemplaryrevenue models include, but are not limited to, a pay-per-use model(e.g., a fee is assessed each time the user plays through a story), amicropayment model (e.g., chapters within a single story could bepurchased individually, special characters within a single story couldbe unlocked using digital currency, etc.), virtual good purchases (e.g.,special items which influence the playback of a story could be unlocked,either with a purely virtual currency and/or a digital currency linkedto real currency, etc.), advertising models (e.g., targeted productplacement within the context of a given story, an advertisement depictedusing visual and/or audible playback from a storytelling device(s),etc.) and a viral marketing model (e.g., a story could be unlocked forusers who transmit advertising and/or purchasing opportunities to oneanother).

In one embodiment, a physical item can be used to unlock digital (and/orvirtual) content. For instance, a plastic chip could be provided (e.g.,for sale at retail stores) that is configured to plug into a particularslot on one of the storytelling devices. As an example, an electronic orelectromechanical (e.g., a key with particularly arranged slots) couldbe plugged in to one of the storytelling devices to unlock content. Thecontroller 120 could detect when the chip has been plugged into one ofthe storytelling devices and could further detect a type of the chip(e.g., based on data specified on a memory within the chip, based on theconstruction and/or shape of the chip, etc.). The controller 120 couldthen unlock content corresponding to the detected type for use by theuser. For example, such content could include a new storyline that canbe played out by the storytelling device having the chip, and thecontroller 120 could download such a storyline (e.g., from a remoteserver) responsive to the chip being inserted into the storytellingdevice. As another example, the unlocked content could include newbehaviors and/or dialogue for the storytelling device. More generally,it is broadly contemplated that any content can be unlocked by thephysical device, consistent with the functionality herein.

Additionally, the physical object or device need not plug into orotherwise physically connect with the storytelling device in order tounlock content. For example, the storytelling device could receive asignal (e.g., an RF or RFID signal) that indicates particular contentshould be unlocked. As an example, a signal could be broadcast at aparticular Star Wars®-themed attraction at a theme park, and any StarWars®-themed storytelling device receiving the signal could beconfigured to unlock particular content in response. As an example, anew storyline could be unlocked upon receipt of the signal. As anotherexample, the storytelling device could perform certain actions (e.g.,gestures, dialogue, etc.) in response to receiving the signal.

Moreover, it is broadly contemplated that stories may be provided by anynumber of parties. For example, in one embodiment, a single storydeveloper controls the creation, production, and release of stories ontothe market for the storytelling system. In another embodiment, amarketplace could be provided in which developers, retailers, users andhobbyists can work collectively to create and distribute custom storiesto other various users. Such custom stories could be distributed free ofcharge or could be distributed using any pricing model, known orunknown, consistent with the present disclosure. Additionally, themarketplace could be moderated to ensure the distributed stories arecontent-appropriate. For example, moderators could assign ratings toindividual stories (e.g., ratings similar to Motion

Picture Association of America ratings for films) and users could beinformed of these ratings before viewing a particular story. In such anembodiment, particular users (e.g., children) may be restricted fromviewing stories with certain ratings. In one embodiment, moderators mayonly allow “approved” stories onto the market place. For instance,moderators could only approve youth-appropriate stories fordistribution, thereby insuring that any and all content distributed onthe marketplace is appropriate for users of all ages.

Generally speaking, the storytelling devices 110 and the controller 120may be stateful devices. That is, these devices 110 ₁-_(N) and 120 maymaintain state data relating to a current playback position within agiven story, and this state data may be maintained when if the usersuspends playback of the story. Thus, the user could pause theinteractive playback of a particular story at some playback position(e.g., 20 minutes into the story), and when the user next initiates theplayback of the particular story, the playback could resume atapproximately the previous playback position (e.g., exactly at theprevious playback position, slightly before the previous playbackposition, slightly after the previous playback position, etc.).

Additionally, such state data may specify particular events that haveoccurred (e.g., interactions with a user) and could be used to improvethe storytelling experience for the user. For instance, a virtualcharacter (e.g., projected into the physical world, shown on anaugmented reality device, etc.) could be configured with a variety ofdifferent phrases that can be used in reacting to a given stimulusevent. In such an embodiment, a storytelling device 110 associated withthe virtual character could maintain state data specifying which of thephrases the virtual character has used recently, and could avoid usingthese recently used phrases in responding to subsequent occurrences ofthe stimulus event. Advantageously, doing so helps to ensure thedialogue between the virtual characters and the user is repetitive, anddoes not become stale or repetitive. Other state data could relate to,for example, customer relationship management (CRM) services and otherpersonalization features, such as remembering the user's name,remembering the state of a room, remembering past activities andinteractions occurring between a storytelling device(s) and a user(s),and likely or predicted future needs and desires for the user(s).

In one embodiment, an augmented reality device is used as one of thestorytelling devices 110. As used herein, an augmented reality devicerefers to any device capable of displaying a real-time view of aphysical, real-world environment or elements of a physical, real-worldenvironment, while altering elements within the displayed view of theenvironment. As such, unlike a virtual reality device which displays aview of virtual world, an augmented reality device displays a view ofthe real world but augments elements using computer graphics technology.More generally, however, the augmented reality devices and thestorytelling devices 110 can work to create a high-level form ofaugmented reality. For instance, by projecting images of virtualcharacters into the physical world to create the appearance of athree-dimensional holographic image, embodiments are able to augment theappearance of the physical world itself as perceived by the user,thereby creating a new form of augmented reality for the user.

For instance, continuing the aforementioned example of a user searchingfor a magic talisman hidden within his room, the user could search forthe talisman using an augmented reality device. As an example, the usercould walk around his room, viewing the room with the augmented realitydevice, and software on the augmented reality device could be configuredto augment the displayed scene to include the augmented reality device,when a specific location of the user's room is viewed. Additionally, thedepiction of the magic talisman on the display of the augmented realitydevice could appear to respond to interactions from the user. Forinstance, the augmented reality device could detect the appearance ofthe user's hand within captured visual scene (e.g., frames capturedusing a camera(s) of the augmented reality device) and could manipulatedthe appearance of the magic talisman within the display, such that itappears the user is touching and physically moving the virtual talisman.As an example, the user could reach out and grasp at the depictedlocation of the virtual talisman, and the augmented reality device couldaugment the depiction of the user's hand on the augmented realitydevice's display, such that it appears the user is holding the talismanin his hand. The user could then walk around his room carrying thetalisman (as shown on the augmented reality device).

Interactive Devices

Particular embodiments provide immersive experiences using interactiveobjects. Interactive objects may be state-based objects capable ofreacting in a contextually appropriate manner to user actions and realworld scenarios. For instance, one embodiment provides a system thatincludes a first interactive device and control logic. Generally, thecontrol logic can reside in any location communicatively connected tothe first interactive device. For example, the control logic can executeon hardware within the first interactive device itself, within anotherinteractive device, within a mobile device, within a remote system(e.g., within a cloud computing environment), and more generally on anyhardware and/or software resources from which the control logic cancommunicate with the first interactive device.

The control logic could receive historical data describing historicalinteractions between a user and one or more interactive devices. Thehistorical interactions may be between, e.g., the first interactivedevice and the user, another interactive device(s) and the user, and acombination therebetween. The control logic could then configure thefirst interactive device with one or more interactive events. Eachinteractive event could include a respective (i) stimulus event and (ii)an action to perform responsive to an occurrence of the stimulus event,and at least one of the one or more interactive events could bedetermined based on the received historical data. For example, astimulus event of one of the interactive events could be determinedbased upon a historical pattern of behavior for the user. As anotherexample, the action performed responsive to an occurrence of thestimulus event could be determined, based on historical interactionswith the user.

Upon detecting an occurrence of a first one of the one or more stimulusevents, the control logic could then cause the first interactive deviceto perform the corresponding action. Additionally, the control logiccould update the first interactive device with an additional interactiveevent (e.g., replacing the interactive event whose stimulus event wasdetected). Doing so enables the interactive object to react to itsenvironment in a contextually appropriate manner.

Generally, as used herein, an interactive object may be referred to as a“storytelling object” or a “storytelling device”, when the interactiveobject is participating in a storytelling experience. Such interactiveobjects may maintain data on their current surroundings, including whatroom (or type of room) they are in (e.g., bedroom, living room, etc.),which users are in the immediate area, which other objects (interactiveor otherwise) are in the immediate area, characteristics of theircurrent environment (e.g., are the lights on or off, is music playing,etc.) and so on. Interactive objects may also maintain historical datacharacterizing previous interactions with users and other objects. Suchhistorical data may relate to user preferences, interactions with aspecific user, interactions with other interactive objects, userbehavior and so on.

The interactive objects may then use this data to perform contextuallyappropriate actions. As shown, the screenshot 200 includes a Mater toycar 210 and a child 220. For purposes of the following examples, thechild 220 may also be referred to as “Billy.” Of note, in the followingexamples, various interactive objects may be described as making certaindeterminations and performing certain actions responsive to particularstimuli. However, it is broadly contemplated that the logic for makingsuch determinations and performing the various actions may be containedwithin the interactive objects themselves, on a controller coupled tothe interactive objects (e.g., using Bluetooth® communications), or acombination thereof.

Assume that the screenshot 200 depicts a scene occurring at 8:00am,while the child 220 is still asleep. For example, the Mater toy car 210could determine (e.g., based on historical interactions, based onexplicit instructions from the child's parent or guardian, etc.) thatit's time for the user 220 to wake up. As such, the Mater toy car 210could say (e.g., using one or more speakers within the toy carinteractive device 210 and a text-to-speech synthesizer), and in a voicethat mimics the Mater character's voice from the movie Cars®, “HeyBilly, I reckon' it's time for you to get up! Rise and shine buddy!” Inresponse, Billy 220 could say “Not yet Mater, let me sleep just a fewmore minutes.” The toy car 210 could detect (e.g., using a microphonedevice) Billy's comment and could determine an appropriate reaction. Forinstance, if the toy car interactive device 210 determines that thecurrent day is

Saturday, the car 210 could say “Alright Billy, but don't sleep toolong! We've got important things to do today!” On the other hand, if thetoy car interactive device 210 determines it's Monday and furtherdetermines that Monday is a school day for Billy 220, the car 210 couldsay “No can do, buddy, it's time to get up and get ready!”

The car 210 could then determine, using one or more cameras within thecar or positioned throughout the room, when the user 220 begins to getout of bed. In response, the Mater toy car interactive device 210 couldsay “Hey Billy, put me down on the ground and let's go! It's time tobrush your teeth!” The car 210 could then detect when Billy 220 hasplaced the car 210 on the floor (e.g., using one or more cameras, bymapping data from an accelerometer within the car to a predeterminedsignature, etc.) and could then determine a path to the bathroom. Forinstance, as discussed above, the toy car 210 (and/or a controllerdevice) could maintain map data describing various rooms of the house.The car 210 could determine its current position in the house (e.g.,based upon the appearance of its environment detected using one or morecameras, based on its current GPS coordinates, etc.) and could determinea path to the bathroom where the user 220 brushes his teeth using thehistorical data.

Once the car 210 determines the path, the car 210 could drive offtowards the bathroom, saying “Let's go Billy, those teeth won't brushthemselves!” A depiction of this is shown in FIG. 3, which is ascreenshot illustrating the toy car interactive device interacting witha user, according to one embodiment described herein. In the screenshot300, the Mater car 310 is shown as driving down the hallway towards thebathroom, with the user 320 following close behind. Here, the toy carinteractive device 310 could monitor the user's 320 position (e.g.,using one or more camera devices, using a signal received from anarticle worn by the user, etc.) and could adjust the movement of the toycar 310 to maintain a consistent distance relative to the user 320. Forexample, the toy car 310 could be configured to stay between three tofive feet in front of the user 320, in moving towards the bathroom. Ifthe user 320 stops along the way (e.g., to speak with someone in thehouse), the toy car 310 could detect this and could maintain itsposition relative to the user (e.g., by stopping moving altogether, bydriving in circles, etc.).

In addition to reacting to a user's actions, an interactive device couldbe configured to react to another interactive device. An example of thisan interactive device is shown in FIG. 4, which is a screenshotillustrating a fairy interactive device interacting with a user,according to one embodiment described herein. As shown, the screenshot400 depicts a user 410 (also referred to herein as “Susie”), a projectedtoy faerie 420, a music box interactive device 430 and a key interactivedevice 440. In this example, assume that Susie 410 has inserted the keydevice 440 into the music box device 430, in order to unlock additionalfunctionality from the music box device 430. Here, upon detecting thatthe user 410 has inserted the key device 440 into the music box device430 (i.e., an occurrence of a particular stimulus event), the music boxdevice 430 could begin playing a new song that was unlocked through theuse of the key 440 (i.e., a corresponding action performed responsive tothe occurrence of the particular stimulus event).

Additionally, it is contemplated that more than one action can beperformed by one or more interactive devices responsive to a singleoccurrence of a stimulus event. For example, as shown in the screenshot400, in addition to playing the new song, a projector object (e.g., inthe music box 1330, positioned within the room, etc.)

has begun projecting a forest scene onto the wall behind the user 410and is projecting an image of a faerie 420 flying through the air withpixie dust streaming behind. Additionally, the faerie image 420 could beprojected such that it tracks the movements of the user 410. Forexample, the faerie image 420 could say (e.g., using one or morespeakers positioned throughout the room) “Susie, it's time to come upwith a new dance!” The projector object could then track Susie'smovements (e.g., using one or more cameras) and could project the faerieimage 420 in such a way that the faerie image 420 mimics the user's 410movements. Thus, as the user 410 invents her new dance, the projectedfaerie 420 follows along, imitating the same dance steps and movements.Doing so provides an immersive play environment in which the interactivedevices can respond to a user in real-time and in a contextuallyappropriate manner.

In addition to reacting to stimulus events involving a user and/oranother physical interactive device, interactive devices can respond tostimulus events occurring in a virtual world or augmented reality spaceas well. Moreover, interactive devices can be configured to respond tooccurrences of stimulus events through the use of actions within avirtual world or an augmented reality space. For instance, embodimentscould be configured to reward a user with a particular virtual oraugmented reality object for performing certain tasks. An example ofthis is shown in FIG. 5. Here, the screenshot 500 depicts a faerie toyinteractive device 510, a user 505, and a display screen 515. Responsiveto detecting an occurrence of a particular stimulus event, the faerietoy 510 could say, using one or more speaker devices:

“Susie, it's time to unlock your reward! Give me a shake over the FaerieFrame to uncover your prize!” The child 505 could bring the faerie toydevice 510 over to the display screen 515 (i.e., the Faerie Frame, inthis example) and, upon detecting the user 505 shaking the toy 510 overthe display device 515 (e.g., based on data received from anaccelerometer within the toy 510), the display 515 could render framesdepicting pixie dust falling from the faerie toy 510. For instance, thefaerie toy 510 could include an accelerometer device capable ofdetecting when the child 505 is shaking the toy 510, and the faerie toy510 could relay this accelerometer information, e.g., to a controllerdevice or directly to the display screen 515.

Upon determining the child 505 is shaking the faerie toy 510 over thedisplay screen 515 (i.e., an occurrence of a particular stimulus event),the display screen 515 could render frames depicting pixie dust fallingfrom the faerie toy 510 (i.e., an action corresponding to the stimulusevent). Once a sufficient amount of pixie dust is rendered, the displayscreen 515 could then render frames depicting a virtual key 520. Thefaerie toy 510 could then say “Congratulations Susie! I'm sure this keywill come in handy in the future!” In such an example, the displayscreen 510 may communicate with a controller device to inform thecontroller device that the virtual key 520 has been displayed. Thecontroller device, in turn, could communicate with the faerie toy 510,instructing the faerie toy 310 on one or more actions to take inresponse to the virtual key 520 being displayed.

In addition to displaying the virtual key 520, the display device 520could enable the user 505 could interact with the virtual key 520 invarious ways. For example, the user 505 could manipulate the virtual keyusing a touchscreen surface of the display device 520. In oneembodiment, the user 505 could manipulate the key 520 in an augmentedreality space. For example, the user 505 could reach behind the display510 to grasp the key 520, and upon detecting the user's 505 hand hastouched the virtual key 520 in the augmented reality space, the displaydevice 510 could render one or more frames depicting the virtual key 520moving in response to the user's touch.

In one embodiment, the virtual key 520 could be displayed usingaugmented reality glasses worn by the user 505. The user could thenmanipulate the virtual key 520 within the physical environment. Forexample, the user could grasp a position in the physical environment inwhich the virtual key is displayed, and the augmented reality glassescould then render a series of frames depicting the user's hand holdingthe virtual key. The user could then manipulate the virtual key by,e.g., inserting the virtual key into a key slot within a physicalinteractive device.

An example of this is shown in FIG. 6, which is a screenshotillustrating a music box interactive device interacting with a virtualkey, according to one embodiment described herein. As shown, thescreenshot 600 depicts a music box interactive device 610 with a virtualkey 620 inserted within a key slot of the device 610. For example, thescreenshot 600 could represent a frame within a series of framesrendered by an augmented reality device, e.g., a pair of augmentedreality glasses. In one embodiment, the insertion of the virtual key 620within the music box 610 could represent an occurrence of a stimulusevent, and the music box 610 (and/or another interactive device) couldbe configured to perform a corresponding action(s) in response. Forexample, upon detecting the virtual key 620 has been inserted, logicwithin the music box 610 could activate one or more lights within themusic box device 610, and could cause one or more speaker device withinthe music box 610 to play a particular song. Additionally, the logiccould engage a motor within the music box device 610, causing thefigurine portion of the device 610 to rotate. Doing so allows theinteractive devices to not only react to physical stimulus events, butto react to virtual and augmented reality events as well.

In addition to depicting interactions between physical and virtualobjects, such augmented reality techniques can be used to alter theappearance of a physical object or a user. An example of this is shownin FIG. 7, which is a screenshot illustrating the toy car interactivedevice interacting with a user, according to one embodiment describedherein. As shown, the screenshot 700 illustrates a user 710, a Mater toycar interactive device 720, and a display device 730. The display device730 is shown as displaying a rendered frame that includes an augmenteddepiction 740 of the user 710, as well as an augmented depiction 750 ofthe toy car device 720.

For example, an image(s) of the user 710 and the interactive toy cardevice 720 could be captured using a camera(s) within the physicalenvironment, and an augmented reality component could render one or moreframes depicting an altered form of the image(s) (e.g., the frame shownon the display device 730 in the screenshot 700).

Additionally, as discussed above, embodiments may tailor the immersiveplay experience specifically for each user. For instance, the experiencecould be tailored based on the type of interactive toy the user isinteracting with (e.g., the Mater car versus the Faerie toy), aninteraction between the user and the toy (e.g., Mater suggesting Billydo a disco dance), the user's preferences (e.g., the user's favoritetype of music or dance), and so on. For instance, while the Mater car720 could ask Billy 710 to do a disco dance, based on historical dataindicating that Billy 710 is familiar with and/or interested in discodancing, a faerie toy could ask Susie (i.e., a different user) to do adifferent type of dance, based on historical data pertaining to Susie.For instance, assume that several weeks ago the faerie toy asked Susiewhat she wants to be when she grows up and Susie replies “A ballerina!”Subsequently, when asking Susie to dance in front of the augmentedreality device (i.e., an action performed responsive to an occurrence ofa stimulus event), the faerie toy interactive device could suggest thatSusie do a ballet dance, based on the previously obtained userpreference information.

Additionally, the interactive devices may be configured to reactresponsive to a temporal stimulus event. For example, a particularinteractive device could be configured to perform a certain actionresponsive to detecting it is currently a particular time of day. Forinstance, embodiments could determine that the current time is 9:59 pmand that Billy typically goes to bed around 10:00 pm, based onhistorical data describing Billy's past behavior. As such, responsive todetecting it is nearly 10:00 pm, an interactive device could ask theuser if he wants to hear a bedtime story. Upon determining that Billyhas indicated he would love to hear a bedtime story, the interactivedevice could access a 360 degree projector object within the room toproject a campfire and a night scene on the walls of Billy's room. Anexample of such a scene is depicted in FIG. 8. Here, the screenshot 800depicts a projector unit 820 projecting a frame that shows the Matercharacter 810 sitting in front of a campfire. The projected Matercharacter could then proceed to tell Billy one of his famous tall tales.In one embodiment, the Mater projection could tailor the story based onhistorical data characterizing the Mater interactive device's previousactivities with the user. For instance, upon determining that Billy wasracing with the Mater toy in Radiator Springs earlier that day, theMater projection (e.g., as controlled by the control device) could tella tall tale about how he jumped the mile wide canyon in Radiator Springswhen he used to be a daredevil.

FIG. 9 illustrates an example of a controller device, according to oneembodiment described herein. As shown, the controller 900 includes aprocessor 910, storage 915, memory 920, and a network interface 940.Generally, the processor 910 retrieves and executes programminginstructions stored in the memory 920. Processor 910 is included to berepresentative of a single CPU, multiple CPUs, a single CPU havingmultiple processing cores, GPUs having multiple execution paths, and thelike. The memory 920 is generally included to be representative of arandom access memory. The network interface 940 enables the controllerdevice 900 to connect to a data communications network (e.g., wiredEthernet connection or an 802.11 wireless network). Further, while thedepicted embodiment illustrates the components of a particularcontroller device 900, one of ordinary skill in the art will recognizethat interactive objects may use a variety of different hardwarearchitectures. Moreover, it is explicitly contemplated that embodimentsmay be implemented using any device or computer system capable ofperforming the functions described herein.

The memory 920 represents any memory sufficiently large to hold thenecessary programs and data structures. Memory 920 could be one or acombination of memory devices, including Random Access Memory,nonvolatile or backup memory (e.g., programmable or Flash memories,read-only memories, etc.). In addition, memory 920 and storage 915 maybe considered to include memory physically located elsewhere; forexample, on another computer communicatively coupled to the controllerdevice 900. Illustratively, the memory 920 includes a controllercomponent 925, user data 930 and an operating system 935. The operatingsystem 935 generally controls the execution of application programs onthe controller device 900. Examples of operating system 935 includeUNIX, a version of the Microsoft Windows® operating system, anddistributions of the Linux® operating system. Additional examples ofoperating system 935 include custom operating systems for gamingconsoles, including the custom operating systems for systems such as theNintendo DS® and Sony PSRD.

Generally, the controller component 925 configures the interactiveobjects (e.g., or, in the context of a storytelling experience, thestorytelling devices 110) to perform particular actions responsive todetected stimuli. The particular actions can also be based on the userdata 930 (e.g., historical interactions data between the user andvarious interactive objects, user preferences data, etc.) and one ormore environmental factor (e.g., a room of the house the object iscurrently in, a time of day, a day of the week, etc.). For instance, inone embodiment, the controller component 925 transmits logic forrecognizing particular events and performing a corresponding action(s)to each of the devices. In such an embodiment, the devices could thenuse input/output devices (e.g., cameras, microphones, wirelesstransceivers, infrared sensors, etc.) on the devices to detect when aparticular event occurs. For instance, a device could use a camera todetect when a particular projection appears, and could then perform acorresponding action in response, based on the object's current context.As another example, the device could receive a wireless signal (e.g.,using Bluetooth communications) from another one of the devices,indicating that a particular action has been performed. The device couldthen perform the corresponding action responsive to receiving thesignal. One advantage to such an embodiment is that the devices mayreact to a given stimulus relatively quickly, since the reaction logicalready resides on the device.

In a particular embodiment, the controller component 925 is configuredto directly control the actions of the devices. For instance, thecontroller component 925 could transmit a message to a first one of thedevices, instructing the device to perform a particular action to begina story or a particular dialogue exchange. The device could then performthe specified action. In one embodiment, the device could transmit anacknowledgement message back to the controller component 925 once theaction is successfully performed. In a particular embodiment, thecontroller component 925 could automatically assume that the device hasperformed the action after some predetermined period of time since thecontroller component 925 transmitted the message has elapsed.

In any event, once the controller component 925 determines (or presumes)that the action has been performed, the controller component 925 couldidentify one or more other devices that, according to a particularstory, can react responsive to the performed action. As discussed above,in some circumstances, the controller component 925 could determine asubset of devices that are capable of reacting to the performed action,that should react in response to the performed action. For instance, thecontroller component 925 could determine that six different devices arecapable of reacting both physically and audibly to the performed action.The controller component 925 could then select a subset of the sixdevices that should react to the particular stimulus event (i.e., theperformed action). The controller component 925 could also determine howeach of the devices should react. As an example, the controllercomponent 925 could determine that all six devices should reactphysically to the stimulus event, but that only two of the six devicesshould react audibly to the stimulus event. Advantageously, doing sohelps to prevent the devices from “talking over each other” and helpsensure that the user can clearly hear and understand the audiblereactions of the device.

Generally speaking, the devices and the controller 900 may beimplemented in any number of different ways, consistent with the presentdisclosure.

With respect to hardware, embodiments may employ a modular design formaximum hardware reusability across different interactive objects. Sucha design could include, for instance, hardware adapters that allowcommon processors, memories and buses to receive and send data via amultiplicity of sensors, displays, effectors and other means ofcommunication. Additionally, system and/or operating system agnosticsites (e.g., Portals) could be used to ensure maximum compatibility forall users.

An example of an interactive object is shown in FIG. 10, which is ablock diagram illustrating an interactive object configured with aninteractive object component, according to one embodiment describedherein. In this example, the interactive object 1000 includes, withoutlimitation, a processor 1010, storage 1015, memory 1020, I/O devices1035, a network interface 1040, camera devices 1045, a display device1050 and an accelerometer device 1055. Generally, the processor 1010retrieves and executes programming instructions stored in the memory1020. Processor 1010 is included to be representative of a single CPU,multiple CPUs, a single CPU having multiple processing cores, GPUshaving multiple execution paths, and the like. The memory 1020 isgenerally included to be representative of a random access memory. Thenetwork interface 1040 enables the interactive object 1000 to connect toa data communications network (e.g., wired Ethernet connection or an802.11 wireless network). Further, while the depicted embodimentillustrates the components of a particular interactive object, one ofordinary skill in the art will recognize that interactive objects mayuse a variety of different hardware architectures. Moreover, it isexplicitly contemplated that embodiments may be implemented using anydevice or computer system capable of performing the functions describedherein.

The memory 1020 represents any memory sufficiently large to hold thenecessary programs and data structures. Memory 1020 could be one or acombination of memory devices, including Random Access Memory,nonvolatile or backup memory (e.g., programmable or Flash memories,read-only memories, etc.). In addition, memory 1020 and storage 1015 maybe considered to include memory physically located elsewhere; forexample, on another computer communicatively coupled to the interactiveobject 1000. Illustratively, the memory 1020 includes an interactiveobject component 1025 and an operating system 1030. The operating system1030 generally controls the execution of application programs on theinteractive object 1000. Examples of operating system 1030 include UNIX,a version of the Microsoft Windows® operating system, and distributionsof the Linux® operating system. Additional examples of operating system1030 include custom operating systems for gaming consoles, including thecustom operating systems for systems such as the Nintendo DS® and SonyPSP®.

The I/O devices 1035 represent a wide variety of input and outputdevices, including displays, keyboards, touch screens, and so on. Forinstance, the I/O devices 1035 may include a display device used toprovide a user interface. As an example, the display may provide a touchsensitive surface allowing the user to select different applications andoptions within an application (e.g., to select an instance of digitalmedia content to view). Additionally, the I/O devices 1035 may include aset of buttons, switches or other physical device mechanisms forcontrolling the device 1000. Additionally, the I/O devices 1035 couldinclude mechanized components or other components that enable theinteractive object 1000 to take a physical action (e.g., vibrating,walking around the room, gesturing, facial expressions, etc.).

The interactive object component 1025 may be configured to recognizevarious stimulus events and to associate a respective one or moreactions with each of the various stimulus events. Upon detecting thatone of the stimulus events has occurred, the interactive object 1025could perform the corresponding one or more actions. For instance, theinteractive object 1000 could be a toy Mater car could be configuredwith an interactive object 1025 that, upon detecting that it's time fora user to brush his teeth, could remind the user to brush his teeth(e.g., using one or more speaker I/O devices 1035 and a text-to-speechsynthesizer). Additionally, the interactive object component 1025 coulddetermine which actions to perform based on a variety of factors,including historical interactions with the user, historical interactionsbetween the user and other interactive objects, user preferences data,other interactive objects in the immediate area, and so on. Thus, theinteractive object component 1025 could be configured to reactdifferently to a given stimulus event, depending on the variety offactors.

As discussed above, the interactive object component 1025 may detect theoccurrence of the stimulus event in a variety of different ways. Forinstance, the interactive object component 1025 could use the cameradevices 1045 to detect when a projected image appears or to track themovement of the user. As another example, the interactive objectcomponent 1025 could use the accelerometer 1055 to detect when the userrubs the interactive object 1000 with his hand (e.g., where the deviceis a magic mirror) or when the user has set the device down on thefloor. Additionally, the interactive object component 1025 could useother I/O devices 1035 to make such a determination, such as atouch-sensitive device capable of detecting when and how the user istouching the device (e.g., a capacitive sensing or conductance sensingtactile surface). Furthermore, the controller 2120 could transmit amessage to the device 1000 (e.g., using Wi-Fi or Bluetoothcommunications), indicating that a particular stimulus event hasoccurred. More generally, any technique capable of detecting theoccurrence of some predefined event may be used, in accordance with thefunctionality described herein.

Additionally, the interactive object 1000 may be configured with logicand/or hardware to determine its geographic, physical position withinthe physical world. Examples of such logic and/or hardware include GPSlogic and a global positioning system (GPS) transmitter, and geolocationsoftware that uses time of flight or angle of flight or both (from amultiplicity of wireless sources such as cell towers, televisionbroadcast towers, or wireless IP devices). More generally, any technique(known or unknown) for determining a device's physical position in thereal world may be used, consistent with the functionality describedherein.

Magic Mirror Interactive Device

Additionally, embodiments provide a magic mirror apparatus configured toserve as an endpoint device in a video conferencing session. As usedherein, videoconferencing refers to any real-time or substantiallyreal-time video streaming session, where audio and video (AV) data iscaptured at one or more endpoint devices and is transmitted to one ormore remote endpoint devices for output. The mirror device may includean enclosure having a one-way mirrored portion. The one-way mirroredportion could include an exterior side having a mirrored surface and aninterior side that is transparent. Generally, the exterior surface ismirrored to the degree that it impairs a user's ability to see thecomponents on the interior of the magic mirror apparatus, as reflectionsin the mirrored surface are brighter than the darker interior of themirror device. Moreover, the transparent surface on the interior canallow light (e.g., from a display device) to more easily pass throughfrom the inside of the apparatus to the exterior.

The apparatus may further include a display device disposed within theenclosure, where the display device has a viewable portion (e.g., adisplay screen) configured to exhibit an image that is visible throughthe one-way mirror portion. For instance, the display device couldinclude a liquid-crystal display (LCD) or a light-emitting diode (LED)display. In this way, the viewable portion of the display device may beseen through the one-way mirrored portion when actively displaying animage, but otherwise may remain hidden from view. That is, because theinterior of the enclosure may be darker than the mirror's physicalenvironment, the reflection on the surface of the exterior mirroredsurface may be brighter than the components on the inside of theenclosure, thus making the interior components more difficult to see.

The apparatus may also include a speaker device disposed within theenclosure. Such a speaker device may be used to output an audio streamof a videoconferencing stream. For example, an audio stream could becaptured using a microphone device within a remote endpoint device(e.g., a remote magic mirror device) and could be transmitted to themagic mirror device (e.g., via a network). The audio stream could thenbe output using the speaker device within the magic mirror enclosure.Similarly, the magic mirror device may include a microphone deviceconfigured to capture audio and to convert the captured audio into audiodata. Here, the microphone could be used to capture an audio stream,which could in turn be transmitted to a remote endpoint device foroutput as part of a video conferencing session.

Additionally, the apparatus could include a camera sensor configured tocapture an image and to convert the captured image into an electronicsignal. Here, the camera sensor could represent a video camera devicethat is configured to capture a video stream (e.g., to transmit to aremote endpoint device as part of a videoconferencing session). In oneembodiment, the camera sensor is positioned within the enclosure at alocation approximately at the user's eye-level, so that the video streamcaptures the user looking directly into the camera. Doing so can improvethe magic mirror effect when the captured video stream is displayed onthe remote endpoint device, as the user's depiction within the capturedvideo stream will appear to look directly at the remote user when thevideo stream is displayed.

The apparatus could further include a network adapter configured toreceive and transmit network data, e.g., to facilitate avideoconferencing session between the magic mirror device and a remoteendpoint device. Generally, the network adapter can be any networkadapter capable of transmitting and receiving data over a network.Examples of such a network adapter may include wired and wirelessadapters (e.g., an adapter configured to communicate according to anIEEE 802.11 protocol, an adapter configured to send and receive 3Gand/or 4G mobile communications, etc.). Moreover, the apparatus couldinclude encoder logic and decoder logic, for use in encoding outgoingaudio and video (AV) data and decoding incoming AV data during avideoconferencing session with a remote endpoint device. It is broadlycontemplated that any known (or unknown) encoding and decoding techniquefor AV data may be used, consistent with the present disclosure.

Preferably, the AV data may be encoded in a format having a highestquality while not exceeding the capabilities of the network adapter andthe network to which the network adapter connects.

Generally, the mirror apparatus can be implemented in a variety ofdifferent forms. For example, one embodiment provides a stationaryembodiment configured to affix to a surface (e.g., a wall of a home) orto a base (e.g., a mirror stand which holds the apparatus upright on asurface, such as a table). As another example, another embodimentprovides a hand-held mirror apparatus, having a handle portion throughwhich a user may hold the mirror apparatus. Generally, it may bepreferable for such a hand-held implementation to communicate throughsome form of wireless communications. More generally, however, themirror apparatus can be implemented in any form, consistent with thefunctionality described herein.

In one embodiment, the mirror apparatus is configured to provide aninterface through which a user can provide input (e.g., commands) to themirror apparatus. For example, a user could specify that avideoconferencing session should be established with a remote endpointdevice or that a current videoconferencing session should be terminated.In one embodiment, a remote application (e.g., running on a mobiledevice) is configured to provide an interface through which a user cancontrol the mirror apparatus. In another embodiment, the mirrorapparatus is configured to display an interface using the display devicewithin the enclosure. In such an embodiment, the mirror apparatus couldbe configured with a touchscreen display device through which a user canprovide input. For example, an interface could be displayed with theoption “Initiate Videoconferencing Session” and, upon selecting thisoption by touching the corresponding portion of the touchscreen device,the interface could display a list of known endpoint devices and anycorresponding descriptions for these endpoints (e.g., “Grandma”, “AuntSue”, etc.). Upon the user selecting one of these endpoint devices usingthe touchscreen, logic within the magic mirror apparatus could initiatea videoconferencing session with the selected endpoint device.

In a particular embodiment, the magic mirror device could be configuredto respond to auditory commands from the user. For example, a user couldspeak one or more commands and the magic mirror device could capturethis sound using a microphone device. Logic within the mirror could thenprocess the captured sound and could determine whether the capturedsound matches any recognized commands. If so, the logic could thenperform a predefined response according to the recognized command. Forexample, the user could say “Call Grandma” and the logic could processthis audio and could determine that “Call” corresponds to a command toinitiate a new videoconferencing session and that “Grandma” correspondsto a predefined alias defined for an endpoint device. In response, thelogic could initiate a videoconferencing session with the specifiedendpoint device. Advantageously, doing so provides an interface throughwhich users can audibly interact with the magic mirror device.

FIG. 11 illustrates a user interacting with a magic mirror device,according to one embodiment described herein. Generally, FIG. 11 depictsone example of a magic mirror device used as a storytelling device in astorytelling experience. In the depicted embodiment, the magic mirrordevice 1110 includes a mirrored surface 1120. For purposes of thisexample, assume that the magic mirror object 1110 includes a touchscreen display device positioned behind the mirrored surface 1120. Asshown, the illustration depicts a user 1130 interacting with the magicmirror 1110. In this example, the display device within the magic mirror1110 is depicting a wintery scene. As part of the storytellingexperience, the magic mirror 1110 could begin displaying such a scene,for instance, responsive to another storytelling device making a commentabout washing away winter and bringing on spring.

For example, the user 1130 could carry the other storytelling device towithin a predefined distance from the magic mirror device 1110, and inresponse, the other storytelling device could say “Use your hand andwipe all this nasty winter weather away!” The magic mirror 1110, upondetecting Susie's hand moving across the touchscreen display device(e.g., as shown in the illustration 1100), could render a springtimescene in a portion of the screen that the user's hand touched. Once theuser 1130 finishes moving her hand all the way across the magic mirror1110, the display of the magic mirror 1110 could fully depict aspringtime scene. Additionally, once the entire winter scene has beenwashed away by the child's hand, the other storytelling device couldproclaim “You've done it! Spring is here!” Of course, the depictedexample is provided without limitation and for illustrative purposes,and more generally the magic mirror device 1110 could contribute to astorytelling experience in any number of different ways.

FIG. 12 illustrates a side view of a magic mirror device, according toone embodiment described herein. As shown, the device 1200 includes anenclosure formed by a frame 1230, a front surface 1215 and a rearportion 1235. The front surface 1215 generally represents a one-waymirror, having a mirrored surface 1225 on the exterior of the enclosureand a transparent surface 1225 on the interior of the enclosure. Thefront surface 1215 may be constructed from any material suitable for usewith a one-way mirror, and examples of such materials include, withoutlimitation, glass and plastic materials.

Generally, the frame 1230 serves an aesthetic purpose, and can beadapted based on the desired look of a particular mirror device. Therear portion 1235 of the enclosure generally serves to protect thecomponents on the inside of the mirror device 1200. The rear portion1235 can be made using an opaque material, so as to hide the componentswithin the enclosure and to prevent ambient light from entering theenclosure. Doing so helps to enhance the effect of the magic mirrordevice 1200, as users cannot easily see the hardware components withinthe mirror through the rear portion 1235. Furthermore, preventing lightfrom entering the interior of the enclosure helps to further theillusion of an image (e.g., a person's face) appearing within themirrored surface of the mirror device, as the reflections in themirrored surface 1220 are brighter than the dimly lit interior of theenclosure, thereby hiding the hardware components within the enclosurefrom view through the mirrored surface 1220.

The mirror device 1200 also includes a display device 1210, a cameradevice 1240 and a microphone device 1245. As discussed above, in oneembodiment the mirror device 1200 is configured to serve as an endpointin a videoconferencing session. In such an embodiment, the camera device1240 could capture a video stream of a user(s) looking into the mirroredsurface 1220 and could further capture an audio stream using themicrophone device 1245. The mirror 1200 could then transmit (e.g., usinga network adapter) the captured AV data to a remote endpoint device ofthe videoconferencing session for output. In such an embodiment, themirror device 1200 may also include encoder logic for converting thecaptured AV data into a format suitable for network transmission. Asshown, the camera device 1240 is positioned towards the top of themirror device, such that it is likely the camera device 1240 will be ateye level of a user looking into the mirrored surface 1220. Doing soallows the camera device 1240 to capture a video stream where the useris looking directly into the camera, which can enhance the visual effectof the remote endpoint device being a “magic mirror” when the videostream is displayed on the remote endpoint device.

Additionally, the mirror device 1200 could include decoder logic fordecoding received AV data (e.g., from a remote endpoint device in avideoconferencing session). For instance, the mirror device 1200 couldreceive (e.g., using a network adapter) encoded AV data from a remotemagic mirror device, and the decoder logic could decode the encoded AVdata for output on the display device 1210 and one or more speakers(e.g., within the magic mirror device 1200, within the physicalenvironment and communicatively coupled to the mirror device 1200,etc.). For example, the encoded AV data could include a video stream ofa user looking directly into a camera at a remote magic mirror device(i.e., by nature of the camera being positioned within the remote mirrordevice at approximately eye-level). When such AV data is decoded anddisplayed using the display device 1210, the effect is that the remoteuser's head and face appears within the mirrored surface 1220, creatinga “magical mirror” effect.

In one embodiment, the camera device 1240 is configured to detect auser's head within the captured video stream, and to adjust itsmagnification to a predefined level (e.g., by zooming in or out). Doingso can help to normalize the user's appearance on the remote endpointdevice(s), regardless of the distance between the user and the cameradevice 1240. In a particular embodiment, the magic mirror 1200 isconfigured to fade in the display the decoded AV data, so that theremote user's face appears to materialize within the mirrored surface1220. More generally, any visual (or auditory) effect can be applied tothe decoded AV data (and/or to the encoded AV data). Examples of othersuch effects could include, without limitation, visual effects havingtraditional storytelling meaning, such as swirling or wavy imagery whichhistorically has indicated to viewers that the characters being viewedare transitioning to a different context, e.g., a flashback or dreamsequence. Additional examples include wipes, swirls, pixelizations,morphs, and more general any visual or auditory effect can be used,consistent with the functionality described herein.

FIG. 13 illustrates a front view of a magic mirror device, according toone embodiment described herein. As shown, the mirror 1300 includes aframe 1310 and a mirrored surface 1320. As discussed above, the mirroredsurface 1320 may be a one-way mirrored surface that is mirrored only onthe exterior side, while the interior side of the mirrored surface 1320is transparent. Advantageously, doing so allows light from the interiorof the mirror enclosure (e.g., light emitted from a display devicewithin the enclosure) to more easily permeate the surface 1320.

As shown, the mirror 1300 also includes a dotted outline 1325 showing aposition of a camera device within the mirror enclosure, and a dottedoutline 1330 showing a position of a display device within the mirrorenclosure. As discussed above, the camera device (as shown by theoutline 1325) is positioned at approximately eye level, so that thevideo stream captured by the camera device will show the user lookingdirectly into the camera. Doing so will ensure that the displayed videostream on the remote endpoint device (e.g., a second magic mirrordevice) will depict the user's head looking directly at the remote user.

FIGS. 14A-C illustrate magic mirror devices, according to embodimentsdescribed herein. As shown, the FIG. 14A depicts a magic mirror device1400 with the display device disabled or otherwise not emitting asubstantial amount of light (e.g., when the display device is activelydisplaying a black screen). Of note, the internal components of thedevice 1400 cannot be seen, as the reflection in the mirrored surface ofthe magic mirror is brighter than the interior of the magic mirrorenclosure, thus masking the interior hardware components from view.

However, when the display device begins to display decoded AV data(e.g., received from a remote endpoint device in a videoconferencingsession), the remote user's face will appear within the mirror surfaceof the mirror, creating a “magical mirror” effect. An example of this isshown in FIG. 14B, which illustrates a magic mirror device 1410 activelydisplaying encoded AV data. Here, the remote user's face can be seenwithin the mirrored surface of the device 1410, creating theaforementioned “magical mirror” effect. Of note, the depicted embodimentalso includes light emitting devices within the frame of the mirror,which are enabled when the mirror begins displaying the received AVdata.

As discussed above, the magical mirror device can reside in a number ofdifferent forms. For instance, although FIGS. 14A-B depict a mirrordevice that rests on a base (e.g., a stand which is placed atop atable), other mirror devices may include a wall-mounted implementationand a hand-held implementation. One example of such a hand-heldimplementation is shown in FIG. 14C. Here, the hand-held magic mirrordevice 1420 is displaying a video feed captured from a remote endpointdevice (i.e., a mobile phone held by the remote user in this example).For example, the remote endpoint device and the magic mirror device 1420could communicate over a network using an IEEE 802.11 communicationsprotocol.

In one embodiment, one or more bridge devices and/or applications residewithin the network and serve as an intermediary between the endpointdevices in the videoconferencing session. Such bridge devices and/orapplications could be used, for example, to combine AV streams frommultiple endpoint devices into a single stream for output on one of theendpoint devices. Thus, a magic mirror device could display two videofeeds simultaneously, e.g., resulting in the faces of two remote usersappearing within the surface of the mirror. Similar to as discussedabove, the mirrored exterior surface of the device 1420 masks the viewof the interior hardware components, due to the reflection in themirrored surface being brighter than the hardware components within theenclosure.

Of note, however, although particular embodiments are described above asendpoint devices in a videoconferencing session, more generally themagic mirror devices can be used for a number of different purposes. Forinstance, instead of outputting AV data received from a remote endpointdevice, the magic mirror device could predefined output AV data, e.g.,received from a controller device in a storytelling environment. Forexample, a video stream depicting a fictional character involved in aparticular storyline could be transmitted to the magic mirror device(e.g., from the controller device), along with an accompanying audiostream. Upon receiving the streaming AV data from the controller device,the magic mirror could decode the AV data (e.g., using decoder logicwithin the magic mirror device) and could output the decoded AV data(e.g., using the internal display device as well as one or more speakerdevices). For example, the video stream could be displayed such that thecharacter's face gradually fades into view over a window of time (e.g.,a few seconds).

The mirror device could then continue to interact with the user as partof a storytelling experience. For instance, the mirror device could beconfigured with logic capable of detecting occurrences of stimulusevents and performing defined actions in response, based on a currentcontext of a story. For example, the mirror device could output thevideo and audio streams depicting the fictional character speaking withthe user, and the fictional character could pose a question to the userregarding which storyline arc the user would like to follow today. As anexample, the fictional character could ask the user whether he wishes tosearch for a hidden key, or whether the user wishes to journey toretrieve a magical sword. The user could then audibly respond to thequestion, and logic within the mirror device could detect the response(e.g., using one or more microphone devices) and could analyze theresponse to determine which of the storyline arcs the user selected.Upon determining the detected response corresponds to one of thestoryline arcs, the story could proceed down the selected arc, and acontroller device could configure the storytelling devices involved inthe story accordingly (including the mirror device). Advantageously,doing so creates the illusion of a “magical mirror” in contexts otherthan videoconferencing.

FIG. 15 is a block diagram illustrating a magic mirror device, accordingto one embodiment described herein. In this example, the mirror device1500 includes, without limitation, a processor 1510, storage 1515,memory 1520, I/O devices 1535, a network interface 1540, camera devices1545, a display devices 1550 and an accelerometer device 1555.Generally, the processor 1510 retrieves and executes programminginstructions stored in the memory 1520. Processor 1510 is included to berepresentative of a single CPU, multiple CPUs, a single CPU havingmultiple processing cores, GPUs having multiple execution paths, and thelike. The memory 1520 is generally included to be representative of arandom access memory. The network interface 1540 enables the magicmirror device 1500 to connect to a data communications network (e.g.,wired Ethernet connection or an 802.11 wireless network). Further, whilethe depicted embodiment illustrates the components of a particular magicmirror device, one of ordinary skill in the art will recognize thatmagic mirror devices may use a variety of different hardwarearchitectures. Moreover, it is explicitly contemplated that embodimentsmay be implemented using any device or computer system capable ofperforming the functions described herein.

The memory 1520 represents any memory sufficiently large to hold thenecessary programs and data structures. Memory 1520 could be one or acombination of memory devices, including Random Access Memory,nonvolatile or backup memory (e.g., programmable or Flash memories,read-only memories, etc.). In addition, memory 1520 and storage 1515 maybe considered to include memory physically located elsewhere; forexample, on another computer communicatively coupled to the storytellingdevice 110. Illustratively, the memory 1520 includes a magic mirrorcomponent 1525 and an operating system 1530. The operating system 1530generally controls the execution of application programs on thestorytelling device 100. Examples of operating system 1530 include UNIX,a version of the Microsoft Windows® operating system, and distributionsof the Linux® operating system. Additional examples of operating system1530 include custom operating systems for gaming consoles, including thecustom operating systems for systems such as the Nintendo DS® and SonyPSRD.

The I/O devices 1535 represent a wide variety of input and outputdevices, including microphones, speakers, keyboards, infraredtransceivers and so on.

Generally, the display device 1550 represents any device capable ofoutputting image data for display. Examples of such display devices 1550include, without limitation, a light-emitting diode (LED) display and aliquid-crystal display (LCD), as well as touchscreen implementations ofthese and other display devices. Such a touchscreen device may be used,for example, during a storytelling experience or as an interface for themagic mirror device, as the user could use such a touchscreen to selectdifferent applications and options within an application (e.g., toselect an endpoint device to initiate a videoconferencing session with).Additionally, the I/O devices 1535 may include a set of buttons,switches or other physical device mechanisms for controlling the magicmirror device 1500. Additionally, the I/O devices 1535 could includemechanized components or other components that enable the magic mirrordevice 1500 to take a physical action (e.g., vibrating, moving aroundthe room, etc.).

The magic mirror component 1525 may be configured to encode AV datacaptured using the cameras 1545 and I/O devices 1535 (e.g., amicrophone), and to transmit the encoded AV data to a remote endpointdevice (e.g., using network interface 1540). Similarly, the magic mirrorcomponent 1525 could be configured to decode AV data received (e.g.,over the network interface 1540) and to output this data for display(e.g., on display device 1550). As discussed above, the display device1550 could be positioned within an enclosure of the mirror device 1500,behind a one-way mirrored surface, such that the structure of thedisplay device 1550 (e.g., the frame, the cabling, etc.) cannot be seenthrough the mirrored surface, but images shown on the screen of thedisplay device 1550 can be seen through the mirrored surface.Advantageously, doing so creates a “magic mirror” effect in which thedisplayed images (e.g., a video feed from a remote endpoint to avideoconferencing session) appear within the mirrored surface.

Additionally, the magic mirror component 1525 can include logic tofunction as a storytelling device as part of a storytelling experience.For example, the magic mirror component 1525 could be configured torecognize various stimulus events and to associate a respective one ormore actions with each of the various stimulus events. Upon detectingthat one of the stimulus events has occurred, the magic mirror component1525 could perform the corresponding one or more actions. For instance,the magic mirror component 1525 could display AV data depicting afictional character and, upon detecting that a holographic genieprojection has been projected by another storytelling device, couldcause the displayed fictional character to cower in fear and to emitwhimpering noises in fright of the genie. Additionally, the magic mirrorcomponent 1525 could determine which actions to perform based on acurrent context of a story being told using a multitude of storytellingdevices 110. That is, the depicted fictional character could bedisplayed as behaving differently when the genie first appears withinthe story (e.g., appearing afraid of the genie), and may be displayed asbehaving differently when the genie comes to the user's rescue later inthe story (e.g., appearing grateful upon seeing the genie). Thus, themagic mirror component 1525 could be configured to react differently toa given stimulus event, depending on the current context within thestory.

Generally, the magic mirror component 1525 may detect the occurrence ofthe stimulus event in a variety of different ways. For instance, themagic mirror component 1525 could use the camera devices 1545 within themagic mirror device 1500 to detect when a projected image appears or totrack the movement of the user. As another example, the magic mirrorcomponent 1525 could use the accelerometer 1555 to detect when the userhas picked up the magic mirror device 1500 (e.g., when the device 1500is a hand-held device), based on readings from the accelerometer 1555matching a particular signature. In response, the magic mirror component1525 could initiate a dialogue with the user, e.g., asking the user whathe wishes to do (e.g., initiate a videoconferencing session with aremote endpoint device, play through a story, etc.). Additionally, thestorytelling component 1525 could use other I/O devices 1535 to makesuch a determination, such as touch-sensitive device capable ofdetecting when and how the user is touching the device 110 (e.g., acapacitive sensing or conductance sensing tactile surface). Furthermore,the controller 120 could transmit a message to the device 110 (e.g.,using Wi-Fi or Bluetooth communications), indicating that a particularstimulus event has occurred. More generally, any technique capable ofdetecting the occurrence of some predefined event may be used, inaccordance with the functionality described herein.

Additionally, the magic mirror device 1500 may be configured with logicand/or hardware to determine its geographic, physical position withinthe physical world. Examples of such logic and/or hardware include GPSlogic and a global positioning system (GPS) transmitter, and geolocationsoftware that uses time of flight or angle of flight or both (from amultiplicity of wireless sources such as cell towers, televisionbroadcast towers, or wireless network devices). More generally, anytechnique (known or unknown) for determining a device's physicalposition in the real world may be used, consistent with thefunctionality described herein.

Additionally, embodiments may synchronize with existing media devicessuch as TVs, web devices, smart phones and e-books, in providing animmersive storytelling experience. For example, the magic mirror device1500 could sense events on a TV show the user is currently watching or avideo game the user is currently playing (e.g., through communicationswith the TV and/or video game system, using one or more cameras, using amicrophone, etc.). In response to detecting such a stimulus event, themirror device 1500 could react in a context-appropriate manner andprecisely at exactly the right time. For instance, upon detecting thatan ESPN® newscaster on a TV the user is currently watching made areference to an upcoming football game between the Giants® and thePanthers®, and upon determining that the Giants® won their previousgame, the magic mirror device 1500 could output a display of a fictionalcharacter's head, saying “Boy, I sure hope the Giants® can pull it offagain this weekend!” (e.g., using a text-to-speech synthesizer and oneor more speaker devices).

As another example, the magic mirror device 1500 could communicate withan eBook reader controlled by the user to determine which book the useris currently reading and which page of a particular book the eBookreader is currently displaying. The magic mirror device 1500 could thenchime in at exactly the right time (e.g., momentarily after the user hasturned the page) by displaying a head of a fictional character andoutputting an audio stream with commentary to enhance the story beingtold on the legacy media platform (i.e., the book the user is reading).

Virtual and Physical World Interactions

In addition to interacting with other nearby storytelling devices, somedevices can interact with remote devices as well. An example of this isdiscussed in

FIGS. 16 and 17. FIG. 16 is a screenshot of an interactive objectinteracting with a child, according to one embodiment described herein.As shown, the screenshot 1600 includes a user 1610, playing with aninteractive Mater toy car 1620 and a race track 1630. Additionally, therace track 1630 is coupled to a tunnel interactive object 1640, which inturn is configured with a combined camera/projection unit 1650. Here,the interactive objects (e.g., the Mater toy car 1620 and the tunnel1640) could be in communication with remote interactive objects used bya second child who is remote from the user 1610 (and/or with acontroller object associated with the remote interactive objects).

For instance, upon determining that the user 1610 is playing with hisMater toy car 1620 and that the user's friend Jill is also playing withher interactive toy car in a location remote from the user's 1610location (e.g., Jill's house), and further knowing that the user'sfriend also has a tunnel interactive object with a combinedcamera/projection unit, the Mater car 1620 could say “Hey Billy, yourfriend Jill is available for a race! You game?” If the user 1610responds in the affirmative, the camera/projection unit 1650 couldrender a scene depicting Jill (i.e., the remote user in this example)and her interactive object(s) on the wall above the unit. That is, atwo-way video conferencing session could be established between thecamera/projection unit 1650 and the second camera/projection unitassociated with the user's 1610 friend Jill, in which the user 1610 isable to see Jill and her immediate physical environment, and in whichJill is able to see the user 1610 and his interactive objects (e.g., thecar 1620, the track 1630, etc.). In doing so, the camera/projection unit1650 could capture images of the user 1610 and his environment (e.g.,using one or more cameras) and could transmit these images to theprojection component of the camera/projection unit associated with theremote user (e.g., using a communications network). The remoteprojection unit could then render these captured images, allowing Jillto see the user 1610 and his environment. More generally, the camera andprojector need not be in a combined unit, and could exist as separateunits coordinated through software and communications technology.

An example of this is shown in FIG. 17, which is a screenshot of aninteractive object interacting with a user and a remote interactiveobject, according to one embodiment described herein. Here, thescreenshot 1700 depicts the user 1610, the Mater toy car 1620, racetrack 1630, tunnel unit 1640 and camera/projection unit 1650. As shown,the camera/projection unit 1650 is projecting frames onto the wall inthe user's 1610 room. The frames depict Jill 1710, her interactive toycar 1720, race track 1730, tunnel unit 1740 and camera/projection unit1750. For instance, the remote camera/projection unit 1750 could captureimages of Jill and her environment, and could transmit (e.g., via acommunications network) these images or data associated with theseimages to the project unit 1650. The camera/projection unit 1650 couldthen project frames depicting these images onto the wall in the user's1610 room, thereby allowing the user 1610 to see and hear his friendJill 1710 and her racing toy devices in real time.

Of note, although the camera/projection unit 1650 is shown atop thetunnel unit 1640, such a depiction is for illustrative purposes only andwithout limitation. More generally, the camera/projection unit 1650 canbe positioned anywhere within the physical environment, or multiplecamera/projection units 1650 could be positioned throughout the physicalenvironment. Additionally, while the camera/projection unit 1650includes both camera and projection functionality, separate devices(e.g., a camera device and a projection unit) could also be used toprovide this functionality.

Additionally, although the screenshot 1700 depicts a projection unit1650 configured to project a scene onto a surface (e.g., a wall), it isbroadly contemplated that embodiments may utilize any display orvisualization technology in lieu of or in addition to projectiontechnology. Thus, while embodiments are descried herein using aprojection unit(s), such a description is for illustrative purposes onlyand is without limitation. For example, a display device (e.g., alight-emitting diode (LED) television set) could display the remoteenvironment, and could further be used to display rendered framesdepicting the physical toy car 1620 moving into the virtual world. Forexample, when the toy car 1620 enters the tunnel unit 1640 and is hiddenfrom the user's 1610 view, a virtual toy car could appear in a series ofrendered frames displayed on the display device.

Embodiments may also combine physical interactive objects with augmentedreality objects in order to create a completely immersive userexperience. For example, when the user 1610 drives his Mater toy car1620 into the tunnel unit 1640, an augmented reality version of the toycar 1620 could appear in the projection of Jill's environment. Forexample, the tunnel unit 1640 could be configured to capture thephysical toy car 1620 when it enters the tunnel unit 1640. Additionally,the tunnel unit 1640 could be configured to reverse the direction andposition of the toy car 1620, such that the toy car 1620 will exit thetunnel unit 1640 in the other lane and going the other direction whenreleased.

Once the physical car 1620 is captured, the camera/projection unit 1650could insert an augmented reality car into the rendered frames,depicting the Mater toy car 1620 driving on the remote race track 1630in Jill's room. The virtual car could respond to Billy's 1610 inputcommands, in the exact same way that the physical toy car 1620 wouldrespond to the input commands. Thus, from the user's 1610 perspective,it appears that the physical toy car 1620 has crossed over onto theremote race track 1630, in effect bridging the gap between the user'sand his friend 1710 and allowing them to interact as if located withinthe same physical environment.

Furthermore, in such an example, an augmented reality version of the toycar 1620 could appear from Jill's 1710 perspective as well. Forinstance, assume that Jill 1710 is wearing a pair of augmented realityglasses. As another example, Jill could view the augmented reality carin her room using another augmented reality device, such as a phone witha camera (e.g., an iPhone or similar Android phone), or a tablet with acamera (e.g., an iPad). Upon detecting that the user's 1610 car 1620 hasentered the tunnel unit 1640, Jill's augmented reality glasses (or,e.g., Jill's iPhone or iPad), could render an augmented reality versionof Billy's car 1620 driving on Jill's race track 1730. In such anexample, the augmented reality version of the car seen by Jill couldappear to respond to Billy's commands. For instance, Billy 1610 couldsay “Watch this Jill, I′m going to drive Mater through theloop-de-loop!”, and could control the augmented reality car as it movesthrough Jill's race track 1730.

When the augmented reality car drives into the tunnel unit 1740, thetunnel unit 1640 could be configured to release the physical Mater car1620. Thus, the

Mater car 1620 could appear to drive out of the tunnel unit 1640, at theprecise time that the augmented reality car would have exited the tunnelunit based on its current speed and Billy's control of the car. As such,in this example, the interactive cars 1620 and 1720 will appear to theusers 1610 and 1710 as if they can drive from one race track 1630 to theother race track 1730.

In one embodiment, the physical interactive objects may be combined withvirtual objects in a virtual world. An example of this is shown in FIG.18. Here, the screenshot 1800 depicts the user Billy 1610 againcontrolling his interactive Mater car 1620 around a racetrack 1630.Additionally, the screenshot 1800 includes a tunnel unit 1640 and acamera/projection unit 1650. In this example, the camera/projection unit1650 is displaying a depiction of a virtual world 1860 which includes avirtual race track 1870.

When Billy 1610 drives the interactive Mater car 1620 into the tunnelunit 1640, the tunnel unit 1640 could again capture (and reverse) thephysical car 1620. Furthermore, in this example, the projection unit1650 could then render a virtual car exiting the virtual tunnel unitonto the virtual race track 1870. The virtual car could appear torespond directly to the user's 1610 controls, just as the physical Matercar 1620 would. When the virtual car drives back through the virtualtunnel, the physical tunnel unit 1640 could release the physical Matercar 1620, which could then exit the tunnel unit 1640 back onto thephysical race track 1630.

In one embodiment, the projection of the virtual world 1860 changesperspectives once the physical car 1620 enters the virtual world (i.e.,when the physical car 1620 enters and is captured by the tunnel unit1640). For instance, the projection unit 1650 could alter theperspective from which the virtual world 1860 is viewed from, once thephysical car 1620 enters the tunnel unit 1640. An example of this isshown in FIG. 19. Here, the screenshot 1900 shows a third-person view ofa virtual Mater car 1920 driving through the virtual world 1910. As anexample, the projection unit 1640 could be configured to render framesdepicting the virtual camera (i.e., the virtual camera through which thevirtual world is viewed) zooming in and changing perspectives within thevirtual world, until the perspective shown in screenshot 1900 isdepicted.

The user 1610 could then drive the virtual car 1920 through the virtualworld 1910, until the virtual car 1920 reaches an exit point for thevirtual world. At that time, the physical Mater car 1920 could bereleased from the tunnel unit 1640, once again under the control of theuser 1610. Thus, from the user's perspective, the physical Mater car1620 appears to be capable of entering and exiting the virtual world,thereby creating an immersive and interactive for the user.

FIG. 20 illustrates a tunnel device, according to one embodimentdescribed herein. As shown, the tunnel device 2000 includes a physicalenclosure 2010, a projection device 2015, tunnel openings 2020 and arotatable mechanism 2025. As discussed above, a toy vehicle (e.g., thecar 1620) could enter and exit the tunnel openings 2020. For example,the toy vehicle could be configured to move along a physical racetrack,and sections of the racetrack could connect to each of the tunnelopenings 2020, allowing the toy vehicle to enter the enclosure 2010.Upon a toy vehicle entering one of the tunnel openings 2020, logicwithin the enclosure 2010 could detect the presence of the toy vehicleand could activate the rotatable mechanism, rotating the car (e.g., 180degrees) and sliding the car over to align with the second tunnelopening. For example, a toy vehicle could enter the tunnel opening 2020₁, and the rotatable mechanism 2025 could be activated to rotate the toycar and to move the toy car into alignment with the tunnel opening 2020₂. Doing so allows the toy car to exit the tunnel opening 2020 ₂, e.g.,onto the physical race track.

As discussed above, the tunnel device 2000 may be used to simulateinteractions between the physical world and a virtual world. Forexample, a toy care could enter the enclosure 2010 via the tunnelopening 2020 ₁, and in response, the projection unit 2015 could projecta series of rendered frames depicting a virtual car exiting a rear sideof the enclosure 2010. Inputs from a control device, previously used tocontrol the physical toy car, could then be used to control the virtualcar within the virtual world (e.g., as the virtual car drives along avirtual race track). Additionally, the rotatable device 2025 couldmaneuver the physical toy car so that the physical car is aligned withthe tunnel opening 2020 ₂. Upon detecting that the virtual car hasreached a predefined location within the virtual world (e.g., an area ofthe virtual track that is projected at a location proximate to the rearof the enclosure 2010), the rendered frames could depict the virtual cardisappearing into a virtual tunnel, and the physical toy car could exitthe tunnel opening 2020 ₂. Doing so creates the appearance that thephysical toy car can enter and exit the virtual world.

FIG. 21 is a flow diagram illustrating a method of managing physicalworld to virtual world interactions, according to one embodimentdescribed herein. As shown, the method 2100 begins at block 2110, wherea control component monitors a position of a physical object within aphysical environment. Here, movement of the physical object is beingcontrolled using a controller device. For example, in one embodiment thecontroller device comprises a radio frequency (RF) hand-held device. Ina particular embodiment, the controller device comprises an applicationexecuting on a mobile device. More generally, however, any devicecapable of providing input for controlling an aspect of an object (e.g.,movement of a physical and/or a virtual object) may be used, consistentwith the present disclosure.

Here, the control component could monitor the physical object's positionusing a variety of different techniques. For example, one or moresensors (e.g., an infrared or laser-based motion detection sensor) couldbe positioned around a physical race track, where the sensors areconfigured to detect when the physical object passes a particularportion of the track. In one embodiment, a sensor is positioned withinthe enclosure 2010 of the tunnel apparatus 2000 and is configured todetect when a toy vehicle enters the enclosure 2010 through one of thetunnel openings 2020.

At some point, the control component then detects that the physicalobject has reached a predefined location, while the object was moving ina first direction and at a first speed (block 2115). In one embodiment,the control component is configured to monitor the physical object'sdirection and speed (e.g., based on the inputs of the controller device,based on data reported by the physical object, etc.). In a particularembodiment, the control component is configured to infer the object'sdirection and speed. For example, in one embodiment the physical objectis a toy car configured to move only in a particular directly (e.g.,clockwise) around a track at a predefined speed. As such, the controlcomponent in such an embodiment could infer that the vehicle wastravelling in the particular direction and at the predefined speed, whenthe vehicle reaches the predefined location.

Upon detecting the physical object has reached the predefined location,the control component causes a virtual object to appear within a virtualworld, moving in the first direction and at the first speed (block2120). For example, the control component could render a series offrames depicting a virtual car moving along a virtual road responsive tocontrol inputs from the controller device, and could output the seriesof frames for display (e.g., using projection device 2015). The controlcomponent also causes the inputs received from the controller device toaffect the virtual object, as opposed to the physical object (block2125), and the method 2100 ends. For instance, a physical toy car couldbe held stationary within the tunnel enclosure 2010, while the inputsfrom the controller device could be used to affect the behavior of thevirtual car within the rendered series of frames. Advantageously, doingso provides the illusion that the physical toy car has travelled fromthe physical environment into the virtual world.

In addition to simulating physical-to-virtual interactions, the controlcomponent can also be configured to simulate virtual-to-physicalinteractions. An example of this is shown in FIG. 22, which is a flowdiagram illustrating a method of simulating virtual world to physicalworld interactions, according to one embodiment described herein. Asshown, the method 2200 begins at block 2210, where a control componentmonitors a position of a virtual object within a virtual world. Here,the virtual object is controlled using a controller device (e.g., acontrol device coupled to a control system, a RF control device, anapplication executing on a mobile device, etc.). Thus, for example, thevirtual object could be a virtual race car that is actively beingcontrolled by a user using a controller device coupled to a gamingconsole executing the control component.

At some point, the control component detects that the virtual object hasreached a predefined location within the virtual world (block 2215). Forexample, in the screenshot 1800, the control component could detect whenthe virtual car has reached the virtual tunnel that is coupled to thephysical tunnel apparatus 1640. In response, the control component couldcause a physical object to begin moving within the physical environment,based on the direction and speed at which the virtual car was movingwithin the virtual environment (block 2220). For example, the physicaltoy vehicle could exit the tunnel enclosure 1640, shortly after thevirtual car entered the virtual tunnel enclosure. Preferably, in such anembodiment, the physical toy vehicle should exit the physical tunnelenclosure 1640 at a moment in time based on the virtual car's speed,such that it appears the physical car exiting the tunnel enclosure 1640is the same vehicle as the virtual car. Thus, for example, if thevirtual car is travelling at a high rate of speed, the physical toy carshould exit the tunnel shortly after the virtual car enters the virtualtunnel, while a longer delay before the physical car exits the tunnelenclosure 1640 could be used for a virtual car travelling at arelatively low rate of speed.

Additionally, the control component causes the controller device thatwas controlling the virtual car to control the behavior of the physicalobject (block 2225), and the method 2200 ends. As discussed above,examples of the controller device include a locally controlled deviceoperated by a user in the same physical environment as the physical toycar, and a remote controller device (e.g., controlled by a remote user)located in a remote physical location, e.g., during a videoconferencingplay session. Advantageously, doing so provides the illusion of thevirtual object (e.g., the virtual car) appearing in the physical world(e.g., as the physical toy car exiting the tunnel), and provides aseamless integration between the virtual and physical worlds and betweenphysical locations during a remote play session.

Of note, while some examples are provided herein involving a toy car andrace track, more generally the techniques for managingvirtual-to-physical and physical-to-virtual interactions can be used ina variety of different contexts. For example, one embodiment provides agame (e.g., shuffleboard) in which a user in a physical environmentplays against an animated, graphical, computer-generated character. Forexample, a portion of the play surface for the game could be a physicalobject, while the remaining portion of the play surface could be avirtual object that exists in the virtual world. Thus, in a shuffleboardstyle game, the user could play a game against the virtual character inwhich the user slides a physical object (e.g., a puck) slides along aflat play surface made up of both physical and virtual portions. Forinstance, the physical puck could slide into a physical slot where it iscaptured. In response, a virtual depiction of the physical puck couldappear within the virtual world, e.g., having the same velocity as thephysical puck. A score could then be determined, depending upon wherewithin the virtual world the virtual puck lands.

As another example, an air hockey game could be played in which aportion of the table is within the physical world, and a remainingportion is within the virtual world. In such an example, a user couldlaunch a physical puck, which could eventually be captured within a sloton the physical table. In response, a virtual depiction of the puckcould appear within the virtual world, having the same velocity as thephysical puck. A virtual character could then attempt to hit the virtualpuck (e.g., the success of such a hit could be determined according togame logic), and if successful, could send the virtual puck back towardsthe user. When the virtual puck nears the slot within the physicaltable, the physical puck could be ejected towards the user in theappropriate place based on the position of the virtual puck, and havinga velocity of the virtual puck.

CONCLUSION

In the preceding, reference is made to embodiments of the invention.However, the invention is not limited to specific described embodiments.Instead, any combination of the following features and elements, whetherrelated to different embodiments or not, is contemplated to implementand practice the invention.

Furthermore, although embodiments of the invention may achieveadvantages over other possible solutions and/or over the prior art,whether or not a particular advantage is achieved by a given embodimentis not limiting of the invention. Thus, the preceding aspects, features,embodiments and advantages are merely illustrative and are notconsidered elements or limitations of the appended claims except whereexplicitly recited in a claim(s). Likewise, reference to “the invention”shall not be construed as a generalization of any inventive subjectmatter disclosed herein and shall not be considered to be an element orlimitation of the appended claims except where explicitly recited in aclaim(s).

Aspects of the present invention may be embodied as a system, method orcomputer program product. Accordingly, aspects of the present inventionmay take the form of an entirely hardware embodiment, an entirelysoftware embodiment (including firmware, resident software, micro-code,etc.) or an embodiment combining software and hardware aspects that mayall generally be referred to herein as a “circuit,” “module” or“system.” Furthermore, aspects of the present invention may take theform of a computer program product embodied in one or more computerreadable medium(s) having computer readable program code embodiedthereon.

Any combination of one or more computer readable medium(s) may beutilized. The computer readable medium may be a computer readable signalmedium or a computer readable storage medium. A computer readablestorage medium may be, for example, but not limited to, an electronic,magnetic, optical, electromagnetic, infrared, or semiconductor system,apparatus, or device, or any suitable combination of the foregoing. Morespecific examples (a non-exhaustive list) of the computer readablestorage medium would include the following: an electrical connectionhaving one or more wires, a portable computer diskette, a hard disk, arandom access memory (RAM), a read-only memory (ROM), an erasableprogrammable read-only memory (EPROM or Flash memory), an optical fiber,a portable compact disc read-only memory (CD-ROM), an optical storagedevice, a magnetic storage device, or any suitable combination of theforegoing. In the context of this document, a computer readable storagemedium may be any tangible medium that can contain, or store a programfor use by or in connection with an instruction execution system,apparatus, or device.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. Such a propagated signal may takeany of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device.

Program code embodied on a computer readable medium may be transmittedusing any appropriate medium, including but not limited to wireless,wireline, optical fiber cable, RF, etc., or any suitable combination ofthe foregoing.

Computer program code for carrying out operations for aspects of thepresent invention may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Smalltalk, C++ or the like and conventional proceduralprogramming languages, such as the “C” programming language or similarprogramming languages. The program code may execute entirely on theuser's computer, partly on the user's computer, as a stand-alonesoftware package, partly on the user's computer and partly on a remotecomputer or entirely on the remote computer or server. In the latterscenario, the remote computer may be connected to the user's computerthrough any type of network, including a local area network (LAN) or awide area network (WAN), or the connection may be made to an externalcomputer (for example, through the Internet using an Internet ServiceProvider).

Aspects of the present invention are described above with reference toflowchart illustrations and/or block diagrams of methods, apparatus(systems) and computer program products according to embodiments of theinvention. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor of a general purpose computer, specialpurpose computer, or other programmable data processing apparatus toproduce a machine, such that the instructions, which execute via theprocessor of the computer or other programmable data processingapparatus, create means for implementing the functions/acts specified inthe flowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that can direct a computer, other programmable dataprocessing apparatus, or other devices to function in a particularmanner, such that the instructions stored in the computer readablemedium produce an article of manufacture including instructions whichimplement the function/act specified in the flowchart and/or blockdiagram block or blocks.

The computer program instructions may also be loaded onto a computer,other programmable data processing apparatus, or other devices to causea series of operational steps to be performed on the computer, otherprogrammable apparatus or other devices to produce a computerimplemented process such that the instructions which execute on thecomputer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

The flowchart and block diagrams in the Figures illustrate thearchitecture, functionality, and operation of possible implementationsof systems, methods and computer program products according to variousembodiments of the present invention. In this regard, each block in theflowchart or block diagrams may represent a module, segment, or portionof code, which comprises one or more executable instructions forimplementing the specified logical function(s). In some alternativeimplementations, the functions noted in the block may occur out of theorder noted in the figures. For example, two blocks shown in successionmay, in fact, be executed substantially concurrently, or the blocks maysometimes be executed in the reverse order, depending upon thefunctionality involved. Each block of the block diagrams and/orflowchart illustration, and combinations of blocks in the block diagramsand/or flowchart illustration, can be implemented by special-purposehardware-based systems that perform the specified functions or acts, orcombinations of special purpose hardware and computer instructions.

While the foregoing is directed to embodiments of the present invention,other and further embodiments of the invention may be devised withoutdeparting from the basic scope thereof, and the scope thereof isdetermined by the claims that follow.

What is claimed is:
 1. A system, comprising: a first interactive device;and control logic configured to perform an operation, the operationcomprising: receiving historical data describing historical interactionsbetween a user and one or more interactive devices; configuring thefirst interactive device with one or more interactive events, whereineach interactive event comprises a respective (i) stimulus event and(ii) an action to perform responsive to an occurrence of the stimulusevent, wherein at least one of the one or more interactive events isbased on the received historical data; responsive to detecting anoccurrence of a first one of the one or more stimulus events, causingthe first interactive device to perform the corresponding action; andupdating the first interactive device with a second one or moreinteractive events.
 2. The system of claim 1, wherein the first stimulusevent comprises environmental audio data matching a predefinedsignature, and wherein causing the first interactive device to performthe corresponding action further comprises: collecting environmentalaudio data using one or more microphone device in at least one of theone or more interactive devices; and and determining that theenvironmental audio data matches the predefined signature, causing thefirst interactive device to perform the corresponding action.
 3. Thesystem of claim 2, wherein the environmental audio data corresponds touser speech, and wherein the predefined signature corresponds to one ormore spoken words.
 4. The system of claim 1, wherein the first stimulusevent comprises an action performed within a physical environment of thefirst interactive device, and wherein causing the first interactivedevice to perform the corresponding action further comprises: monitoringthe physical environment of the first interactive device to detect anoccurrence of the performed action.
 5. The system of claim 1, whereinthe historical data characterizes previous interactions between the userand the one or more interactive devices, and wherein configuring a firstinteractive device with one or more interactive events furthercomprises: determining the one or more interactive events, based on thehistorical data characterizing the previous interactions between theuser and the one or more interactive devices.
 6. The system of claim 5,wherein the action of one of the one or more interactive events isdynamically determined based on the historical data.
 7. The system ofclaim 1, wherein the first stimulus event comprises a defined useraction, and wherein causing the first interactive device to perform thecorresponding action further comprises: monitoring behavior of the userto detect when the user performs the defined user action; and inresponse, causing the first interactive device to perform thecorresponding action.
 8. The system of claim 7, wherein monitoringbehavior of the user is based on data received from at least one of acamera device, a microphone device, and an accelerometer in at least oneof the one or more interactive devices.
 9. The system of claim 1,wherein the first stimulus event comprises the user reaching a definedlocation, and wherein causing the first interactive device to performthe corresponding action further comprises: monitoring a position of theuser within a physical environment; and upon detecting the position ofthe user matches the defined location, causing the first interactivedevice to perform the corresponding action.
 10. The system of claim 9,wherein monitoring a position of the user within a physical environmentis based on data received from at least one of a camera device, a globalpositioning system (GPS) device, a distance measuring device, a distancedetermination algorithm, and a microphone.
 11. The system of claim 1,wherein the first stimulus event comprises the first interactive devicecoming within a predefined distance of the user, and wherein causing thefirst interactive device to perform the corresponding action furthercomprises: monitoring a distance between the user and the firstinteractive device; and upon determining the first interactive devicehas come within the predefined distance of the user, causing the firstinteractive device to perform the corresponding action.
 12. The systemof claim 1, wherein the first stimulus event comprises the firstinteractive device reaching a defined location, and wherein causing thefirst interactive device to perform the corresponding action furthercomprises: monitoring a position of the first interactive device withina physical environment; and upon detecting the position of the firstinteractive device matches the defined location, causing the firstinteractive device to perform the corresponding action.
 13. The systemof claim 9, wherein monitoring a position of the first interactivedevice within a physical environment is based on data received from atleast one of a camera device, a global positioning system (GPS) device,a distance measuring device, a distance determination algorithm, and amicrophone.
 14. The system of claim 1, wherein the one or moreinteractive events are dynamically determined based upon at least one ofa time of day, a day of the week, a date, and a calendar entry.
 15. Thesystem of claim 1, wherein the at least one of the interactive eventsare dynamically determined based on a pattern of behavior within thereceived historical data.
 16. The system of claim 1, wherein the firststimulus event comprises an occurrence of an event within at least oneof a virtual world and an augmented reality space, and wherein causingthe first interactive device to perform the corresponding action furthercomprises: upon determining the event has occurred within at least oneof the virtual world and the augmented reality space, causing the firstinteractive device to perform the corresponding action.
 17. The systemof claim 1, wherein the first stimulus event comprises a secondinteractive device performing a particular action, and wherein causingthe first interactive device to perform the corresponding action furthercomprises: upon determining the second interactive device has performedthe particular action, causing the first interactive device to performthe corresponding action.
 18. The system of claim 1, wherein the actionfor one of the interactive events comprises at least one of: a movementof the first interactive device, outputting a sound effect at the firstinteractive device, outputting dialogue at the first interactive device,and performing a visual effect at the first interactive device.
 19. Amethod comprising: receiving historical data describing historicalinteractions between a user and one or more interactive devices;configuring a first interactive device with one or more interactiveevents, wherein each interactive event comprises a respective (i)stimulus event and (ii) an action to perform responsive to an occurrenceof the stimulus event, wherein at least one of the one or moreinteractive events are based on the received historical data; responsiveto detecting an occurrence of a first one of the one or more stimulusevents, causing the first interactive device to perform thecorresponding action; and updating the first interactive device with asecond one or more interactive events.
 20. A non-transitorycomputer-readable medium containing a program that, when executed,performs an operation comprising: receiving historical data describinghistorical interactions between a user and one or more interactivedevices; configuring the first interactive device with one or moreinteractive events, wherein each interactive event comprises arespective (i) stimulus event and (ii) an action to perform responsiveto an occurrence of the stimulus event, wherein at least one of the oneor more interactive events are based on the received historical data;responsive to detecting an occurrence of a first one of the one or morestimulus events, causing the first interactive device to perform thecorresponding action; and updating the first interactive device with asecond one or more interactive events.
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